Untitled
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Feedback and ideas by Anthony Holtberg, Conrad Murkitt, Dan Blakelock, David
Russell, Enrique Cachafeiro, Jeannette Alexandre, and Jez Gray
Playtested by Adam Burke, Andy Aubut, Brian Jennings, Brian Jones, Chris McGee,
David Coulter, David Oswalt, Enrique Cachafeiro, Franck Bouvot, Greg Stopka,
Heather Chandler, Huey Hoague, Joe Kull, Jon Schweitzer, Larry Pischke, Laura
Shaffer-Burgdorf, Mason Deming, and Matt Sayre
LETTER OF MARQUE
Avast, ye dogs of cutlass, flint, and hook:
I care not how ye found this bloody book,
But if ye be a scurvy pirate true,
Then pass it on as it was passed to you.
Chapter 1. Pandemonium
To play Spite, you'll need several 12-sided dice (about a dozen per player, though
the Director may need as many as 18), some paper, and some character sheets (get
'em from the free PDF).
Dread: The First Book of Pandemonium is about Disciples, lost souls who battle
against demons in the shadows of a world much like our own. Spite, on the other
hand, is about Zealots -- heroes who protect humanity from the armies of Heaven.
Dread and Spite are compatible, as they share the Disciple 12 rules system, so feel
free to cannibalize parts from Dread for your game of Spite. Or, consider this a
major expansion for Dread, if that's what you want.
Please note that Spite features new rules and additional content not found in
Dread, so be prepared to account for that (for example, Dread doesn't feature the
Advancement rules found in chapter 6 of this book).
Dread isn't necessary to play this game, so please don't feel that you need to
purchase it in order to enjoy Spite.
The d12, also known as the 12-sided-die, the dodecahedron, and The Thing That
Probably Should Not Be, is an excellent die. It's totally underappreciated. Dread
was the first game I designed using the "Disciple 12" rules system, and I've got at
least two or three more games in me that use the system.
The d12 itself has a nice semi-spherical quality, but it doesn't roll around all
day like those pesky d20s and d30s. Besides, when I was designing Dread, there were
some really nifty coincidences that emerged during playtesting.
For starters, Dread deals with demons. Spite focuses on angels, but the War between
Heaven and Hell is still a major focus of the game. And each facet of the d12 is a
pentagon. Know what fits nicely in a pentagon? Pentacles and pentagrams! (Actually,
that would be a great name for a role-playing game. Hang on, got to write that down
before I forget...)
The other nice thing about the d12 is that there are 12 sides, just like there were
12 Disciples. Spite uses Zealots, not Disciples, but you get the idea.
At any rate, I found this juxtaposition of the sacred and the infernal to be pretty
appropriate. So that's why Spite uses 12-sided dice.
For what it's worth, you can purchase d12s online pretty cheaply, and if you split
the costs with your gaming group, it won't set you back too much. When you see all
those gorgeous dodecahedrons clattering across your gaming table, I think you'll
agree it's worth the expense.
1.1. Spite
Spite: The Second Book of Pandemonium is broken into fifteen chapters. The first
nine chapters constitute the Player Section. Chapters ten through fifteen are the
Director Section (not for players' eyes).
Chapter 2: Overview explains the core mechanics of Spite. You'll learn about the
basics of conflict resolution, and there's also some information about creating the
world that your characters live in.
Chapter 3: Characters walks you through the process of creating a Zealot. This is a
substantial chapter, covering attributes, skills, personas, classes, Drive, and
Fury.
Chapter 4: Magic includes descriptions for the 100 spells that your Zealot can
wield. These include Sacraments, Anathemas, Maledictions, Desecrations, and
Blasphemies.
Chapter 6: Advancement details the various ways that your Zealot can advance over
time, including the creation of powerful artifacts like War Machines, Osteons, and
Aspergilia.
Chapter 8: Quickstart gives you all the information you need to blitz through the
game-preparation process and start throwing dice around.
Chapter 9: Appendix includes slang terms, a glossary, and a pronunciation guide for
spells.
Then we delve into the Director Section, which contains information not intended
for the eyes of Players. Here there be tygers...
Chapter 10: Direction kicks off the Director Section with information about one-
shots and campaign play, Director advice, and more information about running Spite.
Chapter 11: Setting explains the origins of the Last War, presents the goals of the
armies of Heaven and Hell, and details the major players in the battle.
Chapter 12: Angels includes information about angels (the Seraphim, the Ophanim,
and the Rephaim).
Chapter 14: Scenarios features two ready-to-run scenarios and several adventure
hooks to get you started.
Chapter 15: Appendix includes some a scenario generator, result tables for various
spells, a pronunciation guide for angel names, and an index.
DRAMATIS PERSONAE
Every game has a group of players and a Director. Every RPG has a different term
for Game Master, be it Judge, Narrator, Referee, Storyteller, Hollyhock God, or
Dungeon Master. In Spite, the term is Director, but you can call him/her a GM if
you prefer. Or, you know, Hollyhock God.
The Director is like a movie director. He sets the stage, arranges the lighting,
and establishes a conflict. But the actors are the ones in front of the camera.
They control the characters that they portray, and they get to advance the action
to the next scene.
The Director maintains the pace, determines when it's time to cut to a new scene,
and brings in the hostiles when it's time for an action sequence.
Spite makes for a good 'second' game. If you've played another RPG, then Spite will
be a fun game to add to your roster. If you've never played an RPG before, Spite
will be a little confusing. You can probably figure out the basics, but you're
bound to have a lot of questions. That's because Spite's target audience is gamers
with experience (a lot or a little). This book doesn't feature a comprehensive
"What is an RPG?" section.
If Spite is your first role-playing game, you can find a lot of information online
that will help you get a handle on the concept.
While playing this game, you assume the role of a fictional character of your own
creation. You are a Zealot, a heroic soldier on the front lines of The Last War.
You and the other Zealots in your Cadre report to an enigmatic commander known as
the Monitor. There's a different Monitor for each Cadre, though you don't know
exactly how many there are. In fact, you don't even know exactly what a Monitor is,
though you've got your suspicions.
A short while ago, you were an ordinary person. You were living an ordinary life.
You had ordinary problems. Then, you found out what's really going on, and it
nearly drove you insane.
Now, you have a destiny. Your mission is to hunt down and destroy as many angels as
you can before you're killed in battle. Some angels walk among us, disguised as
humans, which complicates your job. It's entirely possible that hunting an angel
will bring you into violent conflict with ordinary humans, some of whom are worth
saving, and some of whom are not. Part of your job is to try and figure out who the
good guys and the bad guys are.
Two things are certain: you and your fellow Zealots are good guys. The angels are
definitely bad guys. Everything else is up in the air.
WHAT IS A ZEALOT?
Zealot: Once a normal person. Now a supernatural warrior on the front lines. Far
more powerful than any ordinary human. Capable of wielding grotesque and terrifying
magic. Devoted to protecting innocent people from the ravenous angels that threaten
humanity.
Cadre: A group of Zealots. A cell of operatives, cut off from other cells. A Cadre
tends to operate in a specific region -- a jurisdiction. However, sometimes
operations require a Cadre to travel abroad in order to close out a case.
Half-breed: Any human that has been altered by contact with the supernatural.
Includes Zealots, Disciples, Meiga, and Misericorde.
Monitor: The mysterious individual that transforms ordinary people into Zealots.
Angels: The soldiers of Heaven. Designed with a single purpose: to eradicate the
human race (by damning the wicked and saving the righteous) in preparation for a
new Kingdom.
1.2. 8/8/8
In June of 2008, a group of Texxoil field engineers were sent into the Atacama
Desert, along the western coast of Chile. The crew's goal was to determine the
extent of natural gas reserves in the region. However, during the soil sample
process, the crew inadvertently made an archaeological discovery.
Katz and his research team assisted the engineers in finding a place to take their
samples without disturbing the ruins, and then he and his team immediately began to
petition the Chilean government for permission to begin excavations. With hastily-
procured funding from Croatan University, the researchers began to explore the
ruins.
There, they found a tablet, which Katz estimated to be roughly 700 years old. He
was able to translate the text with the help of Jessica Katz-Simmons, his wife and
primary translator. The inscription, written in Quechua, told of a horrific
visitation from entities not of this Earth. It went on to indicate that these
visitors were merely an exploratory team, one of many, and that the actual arrival
of their armies would not transpire for hundreds of years. An exact date was
provided, based on their own reckoning of lunar cycles.
Fascinated, Katz began to work on aligning the calendar of the Inca people with our
own, and after a few days, he determined that the precise date of the arrival would
be August 8, 2008.
On August 5th, he walked into the tent where he and his wife slept. He hacked
Jessica's face off with a trowel. He ate most of it. His team physically restrained
him. He was extradited to Winston-Salem, North Carolina. He awaited trial. He never
got it.
The Triad area of North Carolina was obliterated on August 8, 2008. One and a half
million people were killed. There were no survivors.
The Pentagon blamed terrorists. But from the beginning, the official reports were
met with suspicion. For starters, there was a news blackout. No footage of the
explosions, or of the frenzied evacuation. No images of the dead bodies on the 440
beltline, the endless line of blood-drenched cars and trucks. No YouTube videos of
the devastated buildings, crushed to rubble by some unstoppable force.
There were rumors, urban legends, and conspiracy theories, but in the end, the
government lockdown on information was absolute, and there was no evidence to
contradict their account of a terrorist group's detonation of a nuclear weapon on
American soil. The area was sealed off and the surrounding region was evacuated (to
avoid contamination from nuclear fallout).
One night, you were attacked by something not of this earth. Even now, you can't
remember exactly what it looked like. There are snapshots: tentacles, or slime, or
biomechanical limbs, or snapping jaws. Something horrendous tried to kill you, and
it nearly succeeded.
You were alone. A dark alley, a silent forest, a shadowed basement. Something
hideous and unearthly lunged at you, bit you, mangled you, and tore your flesh. You
screamed, thrashed, tried to crawl away, but there was no escape.
Then, just before the blow that would have killed you, your Monitor came for you.
He ripped the monster off of you, caved in its skull, and finished it off with a
spray of bullets. He picked you up and carried you out of there.
He told you the truth, the reality of this world. We are not alone. Demons and
angels walk the earth, each an apocalyptic threat to humankind. The war between
Heaven and Hell has begun, and we are caught in the middle. While demons seek to
torment us, angels wish to judge us, and the end result in either case is the
spilling of blood.
Your Monitor taught you how to wield magic, how to shoot straight, how to get the
job done. You've seen too much; there's no way you can live an ordinary life now.
You're a Zealot, a supernatural warrior on the front lines. You're a new soldier in
an old war.
The attack on the Triad was the first salvo in centuries. The angels came from the
sky in a screaming morass of gaping maws and undulating pseudopods and razor-sharp
talons. They tore their way through 1.5 million victims in a single night, leaving
nothing standing in their wake.
When they were finished, they went their separate ways. Each breed of angel has its
mission, and they departed for the four corners of the Earth in search of their
objectives.
Angels walk among us, disguised as saints or sinners, wreathed in fire or shadow,
dispensing punishment or forgiveness. They feed upon the anguish of the wicked and
the indescribable suffering of pure-hearted martyrs.
The Monitor told you this, and he ordered you to do what no one else can do -- not
the governments, not the armies, not the churches. He instructed you to hunt the
angels and wipe them from the Earth, before they obliterate the human race.
Since that day, you haven't had much contact with the Monitor. You and the other
Zealots wage battle with the weapons at hand. You try to do the right thing. You
fight to the death, if necessary.
When you get news from the Monitor, it's always bad. A mangled corpse, a sudden
disappearance, an impossible feat performed in broad daylight. There's something
wrong, and he tells you where it is. You take it from there. You and your Cadre go
there, and you try to fix things.
No one else can do this. You alone have the training, the will, and the knowledge.
If you succeed, you can put the memory of that horrific night behind you.
Sometimes.
HEAVEN ON EARTH
The world is a terrible place, and worth fighting for. This is the central
principle behind the creation of Spite.
In these pages, you'll learn about angels, hideous creatures that use their power
to kill and maim the innocent (and the wicked). These angels are imaginary, of
course, but they are manifestations of the horrors that we read about in the
newspaper: school shootings, slavery, genocide, murder, terrorism, and abuse.
Ultimately, the only thing standing between ordinary people and the violence that
threatens them is a small army of heroes known as Zealots. Tragically, these heroes
are also imaginary.
But it's nice to imagine that there's someone out there who could actually strike a
blow against the man-made horrors of the world.
When you became a Zealot, you crossed the White Line. That's what you call it. You
cut off all contact with friends and loved ones. You quit your job. You left your
bills unpaid, your house empty, your car by the side of the road with the keys in
the ignition. That life is over.
You avoid all of those whom you used to know. You even moved to a new city, where
you're unlikely to meet anyone from your old life. Your Cadre is your only family
now, and the War is your only calling.
You are no longer an ordinary person. You can do the impossible: punch through
steel, fly, breathe fire, and manipulate crowds. It's possible that you may be
permanently disfigured in some way, further distancing you from ordinary people.
You may grow horns, or fangs, or worse. You aren't really human anymore.
The day you became a Zealot, your Cadre's Monitor took you over the White Line. She
taught you how to use magic, and she taught you the ways of the enemy. But she also
changed you, and made you superior to normal people in some way.
It's time for you and your gaming group to discuss the state of the world. You need
to talk about the visibility of your Cadre, the public's awareness of angels (or
lack thereof), and the involvement of the authorities.
Your Cadre might be somewhat famous -- local heroes -- or you could be operators
who disappear, incognito, into the crowd after a successful mission.
1.2.3. Breakdown
Your Cadre will interact with all kinds of people while on missions. Some are
ordinary people trying to get by. Others will oppose you, and you'll have to deal
with them in order to achieve your goals.
1.3.1. Zealots
Zealots are no longer ordinary people; they're stronger, smarter, faster, and
tougher. Your Cadre represents humanity's only hope against the armies of Heaven.
Your mission is to seek and destroy as many angels as possible before you're
killed. You're realistic enough to know that it's probably going to be a very brief
undertaking, but you're going to make the most of it while you're still above
ground.
While you know that there are several other Cadres out there, you don't know the
exact number. You don't know where your Monitor lives. This is for your protection:
you can't tell the enemy anything if you don't know anything.
1.3.2. Allies
Disciples are supernatural demon-hunters. From what you've heard, Disciples are
very similar to Zealots, but they focus their energy on the armies of Hell. It's
possible that some members of your group are Disciples. Generally, Zealots and
Disciples work well together, but because neither side is ever completely certain
of the other's allegiance, there can be tension between them. For more information
about Disciples, please consult Dread: The First Book of Pandemonium.
The Misericorde are mercenary warriors who inject themselves with the liquefied
remains of slain demons. This substance, called Sombra Vitae, grants them
superhuman abilities. The Misericorde are generally considered mercenary and
unscrupulous, and are regarded with suspicion by Zealots.
Meigas are victims of demonic possession who developed superhuman abilities after a
successful exorcism. Though the demon is gone, a Meiga retains some of the power.
Meigas are fierce warriors and proficient demon-hunters, but their infernal origins
have tainted them (both physically and spiritually). As a consequence, it's rare
for Zealots and Meigas to work together in harmony. For more information about the
Misericorde and Meigas, please consult Dire: The First Creed of Pandemonium.
1.3.3. Monitors
Each Cadre is led by a Monitor, an enigmatic individual who recruits and trains the
Zealots. The Monitor establishes a Cadre, then moves on, only appearing to issue
orders and answer questions before disappearing once again. Monitors are angels who
gave up their immortality to walk among humans and defend Earth from the Fallen.
1.3.3. Contacts
Every Zealot has Contacts on the street, people who can provide information,
furnish clues, and interpret evidence. These Contacts don't know exactly what it is
that you do, but they know that you help people, and they'll do what they can to
assist. They won't help directly, and they won't put themselves at risk, but
they'll get you information and help you navigate obstacles to your investigation.
You start with two Contacts.
1.3.4. Civilians
Most of the people that you'll encounter are just ordinary men and women trying to
get by. If they're exposed to the supernatural, they'll panic, or attack you, or
try to escape. If they see an angel, they probably won't believe you when you
explain what it is. Most people think that angels are pink-bottomed cherubs. The
ordinary person doesn't want (or appreciate) prolonged contact with reality.
Nonetheless, you fight to protect them, so your priority is to keep them alive and
safe if possible.
1.3.5. Skells
1.3.6. Cultists
There are organizations that worship angels. These cults are not to be confused
with garden-variety religious groups; cultists can pose a serious threat to
Zealots. Some cult members are psychologically damaged or insane. Others are
convinced that they can acquire power through affiliation with an angel. Most
angels will simply judge the cultists, separating the wicked and the righteous as
usual. Others will employ the cultists to draw Zealots out into the open.
Sometimes, your first clue or piece of evidence will be the remains of someone
murdered in some cult ritual. The results are never pretty.
1.4. Angels
Little is known about the Fallen. Some Zealots believe that they fell from Heaven
because they wanted to purge humankind of their sins immediately, rather than wait
for the Day of Judgment. This is what most Monitors have taught their Cadres.
Regardless of origin, the Fallen judge humans, saving the pious and punishing the
sinful. Both cases result in widespread anguish and horror; the saved endure a
process known as the Passion, and the damned suffer through the Harrowing. In
either case, there's nothing left of the victim when it's over.
Each type of angel has a different pattern and agenda, in the same way that
different animals perform specific mating rituals and migratory patterns. This can
help Zealots to identify angels while on a mission, and may even help to predict
the angel's next move.
There are four divine castes: The Exousiai, the Ophanim, the Rephaim, and the
Seraphim.
You don't know much about the Exousiai, except that to look at one, or even hear
its voice, would be fatal for any human.
The Ophanim are vast and horrific. In 3123 BC, they were unleashed against Sodom,
Gomorrah, Admah, and Zeboim, with catastrophic results. Most Zealots know better
than to go up against an Ophan unless absolutely necessary. The only way to bring
an Ophan down is to use Imprecations (Blasphemies, Desecrations, and Maledictions).
Even then, the odds of survival are questionable.
The Rephaim are the least of the angels. They are generally mindless and
destructive, and the easiest to take down. However, in large numbers, they can
The Seraphim are the shock troops of Heaven. They are the angels that prey upon
humans, culling the wicked and the pure, one soul at a time. Their goal is the
judgment of every human on Earth. There are three kinds of Seraphim: Kritarchs
("Judges"), Acronicals ("Shadows"), and Telarians ("Weavers").
1.4.1. Judges
Kritarchs, known to Zealots as Judges, exist to locate and destroy human life. They
are swift, violent, and merciless. There is no subtlety to them; Judges cause
property destruction and mayhem in their quest to find and punish those who disobey
the laws of Heaven (or to find and reward -- through agony -- those who obey).
Most Judges are compelled to attack specific types of victims. For example, a Judge
might only hunt victims of abuse, or those who perpetrate it. Others might only
seek out murderers, or those who protect murderers, or those who forgive murderers,
or those who prosecute them.
Invariably, a Judge's mission will bring it into contact with innocent bystanders,
who are either killed or judged or ignored, depending on the angel's mood.
1.4.2. Shadows
Acronicals, also known as Shadows, take over the bodies of their victims, and force
them to commit acts of righteousness. These acts can include murdering a sinner,
rewarding a believer (through the abnegation of the flesh, typically through
torture and murder), or forcing the world to confront the fact that these are the
Final Days.
A Shadow that has possessed a victim may deform or mark that person in some way; on
the other hand, the angel may also enjoy being mistaken for an ordinary person.
It's possible that the angel could walk right up to a Zealot without being
recognized for what it is.
Once it has possessed a victim, the angel can only be cast out if the victim is
killed, or if someone casts the angel out with an Anathema.
1.4.3. Weavers
Telarians, known as Weavers, feed on human agony. They don't take an active role,
however, preferring to guide humans towards the harm of others. It is their belief
that this fosters compassion, and also provides the devoted with an opportunity to
demonstrate their piety.
1.5. Communication
Now that you have an idea what kind of character you're going to be playing, and
what kind of trouble your group will be getting into, it's time to talk about the
process of playing.
It's critical that you communicate with the other people in your group. If you feel
like changing some of the rules, if you feel that certain options are unsatisfying,
if you feel that your character is not enjoyable, if you want to express
dissatisfaction with the current state of the campaign -- say so.
You can't expect a game like this to work if you don't discuss it with your fellow
players every time you get together. Make time before each game to talk about how
it's working out for you. You are part of a group, and if you're the unhappy
wallflower in the back who doesn't complain, you're cheating yourself and the other
players.
So speak your mind, as directly and politely as possible, and let your comrades
know what you're thinking. It'll make your gaming experience much more enjoyable
and fulfilling. However, don't wait until things go wrong to talk to your fellow
players.
During character creation (Chapter 3), we'll discuss how to create a Cadre, as a
group, and we'll also cover ways to create a world and environment, as a team.
1.6. Conduct
The Zealot has a single mission: protect people from the angels that torment them.
There are many different kinds of Zealot: the gun-toting bone-breaker, the keen-
eyed investigator, and the spell-casting sorcerer. However, each has been trained
by the Monitor, and each possesses skills and abilities beyond those of ordinary
humans.
The Cadre has been assembled to protect innocent people, not to victimize them, and
gameplay should reflect that. Bear in mind that there are repercussions in this
game, from creating enemies to attracting the attention of the authorities.
The waters may get muddied when the Zealots encounter people that can only be
described as evil. Some of these people may be victims of angelic possession, or
may be in danger of attack from a hunter angel.
There may be situations in which the Zealots will choose to let a human perish at
the hands of an angel in order to secure the objective. This is a group decision,
and not one to be taken lightly.
Some spells, known as Imprecations, are so powerful that their casting may result
in the loss of innocent life -- even if the spell's target is an angel. Be aware
that these deaths may have repercussions...
2. Overview
In this chapter, we'll cover the basic mechanics of the Disciple 12 System, the
different styles of play, and some inspiration for gameplay.
2.1. Mechanics
To resolve any conflict, roll a number of 12-sided dice equal to your skill or
ability. Then, compare this score to the number you're trying to beat.
No matter how crazy or impossible the attempt, you can always roll 1 die (unless
specified otherwise -- explicitly -- in the text).
Regardless of how many bonuses or powers you've accumulated, you can never roll
more than 12 dice (unless specified otherwise -- explicitly -- in the text). This
doesn't apply to monsters, such as Angels.
For example, if you're trying to open a locked door, and your Strength is 3, you
roll 3 dice. The Director indicates that the lock is rusty, so the difficulty is 5
(below average). One of your dice shows a 9. That means that you were successful,
and you bashed down the door.
2.1.2. Resistance
If you're taking action against another person or entity, then you're not going to
roll against a Target Difficulty. You're going to roll against your foe.
For example, if you're trying to punch a guy, and your Combat score is 4, you roll
4 dice. The guy's Combat score is 3, so the Director rolls 3 dice. Your highest
number is a 10, and the other guy's highest number is a 7. That means that you hit.
2.1.3. Damage
Damage is the difference between the numbers in the event of a hit. In the
aforementioned case, the guy rolled a 7 against your 10. That means that you
inflict 3 points of damage against him.
Of course, you will also want to add the damage from your weapon. If you're using a
lead pipe (which has a damage rating of 1), that means you hit for 4 (3+1=4). If
you hit him with a katana, that would mean you hit for 5, because that weapon has a
damage rating of 2.
2.1.4. Multiples
Here's the tricky part: if you roll multiples of the same number, you add the
number of multiples to the number itself. For example, if you roll three 6s, that
means that you rolled a 9 (3+6). Now, if you also rolled an 11, you would want to
ignore that 9.
But, in theory, you could roll some extremely high numbers this way. For example,
if you roll four 12s, that means that you've rolled a 16.
You can add multiples to actual numbers rolled. For example, if you roll 12, 10,
10, you can add two 10s together to equal 12. This means that you now have two 12s,
which equals 14.
Under certain conditions, you may decide that you don't want to use multiples.
Let's say you're defending. The angel rolls 11, 10, 5, 4, 3. You roll 9, 9, 2.
Since two 9s equals an 11, your high number ties with the Director's high number.
So let's look at the next number. The Director's got a 10 and you've got a 2. Uh-
oh. You're about to take 8 points of damage.
What can you do? Well, you can decide that you don't want the two 9s to count as an
11. Instead, you want to treat them as two 9s. That means that the Director's 11 is
now compared to your 9 -- so you take 2 points of damage. You're still hit, but
it's not nearly as bad as 8 points.
2.2. Description
Whenever you describe your actions in a memorable, dramatic, or exciting way, you
get an extra die. It doesn't matter if your character is lifting a heavy object,
examining a corpse, or emptying a clip at an angel. A good description earns you
that extra die. This is known as the cool rule.
Bear in mind that even though you can describe other characters or objects in the
scene, you can't narrate the success or failure of your attempted action until
after you roll the dice. So if your character is trying to bribe someone using the
Crime skill, you can say that the other party is definitely interested, but you
can't say that the attempt worked until after you roll your dice. Then, you can
narrate what happens, whether it's good or bad, and the Director can then tell you
what the repercussions are (he quietly lets you into the police station's records
room, or he loudly calls for backup).
Think of it this way: you're like someone who's telling a story for an audience.
The more vivid (or dramatic, or amusing) your description, the more impact the
story will have on the people who are listening. In this case, the audience is
everyone else at the gaming table. So, for their sakes, you may want to try making
a habit of cool or fun descriptions.
It doesn't have to be a lengthy paragraph of text that you recite each time you
roll the dice. A lot of times, it's just taking a moment to visualize the scene a
little more concretely. Use this as a chance to embellish the scene and give it
some life. If a drug lord is trying to run your character over with a limousine,
and your Zealot is trying to shoot him through the windshield, have some fun with
the situation.
You don't have to keep saying "I shoot him" each time you roll the dice. You can
say that your Zealot does a backflip into the air as the limo passes underneath
him, and you shoot down through the open sunroof, and bullets ricochet through the
limo as the drug lord ducks and curses. Even if you roll the dice and you miss,
it's still a memorable and an interesting scene that engages the other players at
the table and keeps the momentum going.
This can also apply to other facets of gameplay, such as the use of skills. Instead
of saying, "I threaten him," or "I try to smooth-talk my way out of it," try saying
what your character would actually say under such circumstances. Don't worry about
whether it would work in real life -- just go with the flow and have fun. Feel free
to describe the reaction of the person that your character is talking to! Just
remember that you can't describe success or failure until after you've rolled the
dice.
And if you make the effort to imbue your descriptions with some flair, or drama, or
menace, or humor, then don't ask anyone's permission -- just toss an extra die in
there and roll 'em.
2.3. Context
In the next chapters, we'll be discussing character creation, skill selection, and
other concepts that affect your character, like Fury (points that you can use to
achieve impossible stunts), Contacts (people that you know, whom you can turn to
for help), and Drive (your character's motivation).
But before we do, there are a few things you need to start thinking about.
Before you became a Zealot, where did you come from? What did you do for a living?
What's your base of operations like? What's your Monitor like? How do your
teammates see you?
Not every gaming group is going to want to share the duties of narration. In some
RPGs, the GM (known as the Director in this game) gets to do all of the work. In
Spite, the players are responsible for providing a lot of description and
narration. Not as much as other games, but enough to confuse those who are not
accustomed to that style of play.
Before you start rolling the dice, your group needs to discuss whether this
approach is going to work. If you, as a player, just don't want to do a lot of
narration, then being required to do so is going to be very frustrating. If you, as
the Director, are expecting narration from your players, and they're exhibiting
reluctance during the dramatic takedown, it's going to kill the buzz for everyone.
Expectations should be delineated early on. Will your group play the game as noted,
or will there be changes? For example, you may decide that your players just don't
like the idea of the Investigator narrating content during the Analysis process --
you'd rather that the Director just tell you what you find, and then you move on.
In such a case, the players only narrate what they do ("I attack with my rifle"),
and the Director provides the color ("You squeeze off a burst with your M8 assault
rifle, and... [*rolling dice*] ... It's a hit! The first round hits him dead in the
center of the chest, and the second and third round catch him right between the
eyes. He keels over, dead.").
Normally, all of the content the Director just narrated would be provided by the
player, but if you'd rather have the Director do it, that's okay. There's no wrong
way to play, provided that everyone in the group agrees on the play style before
you begin.
2.3.1. Origin
Where did you come from? What is it that you believe in? What is it that you're
fighting for? Boil this motivation down to a single word. This is your character's
Drive, as explained on page 66.
2.3.2. Occupation
What did you do for a living? Was your character a soldier, a schoolteacher, a cop,
a criminal, a computer geek, a student, or a psychologist? By fleshing out your
character's occupational background, you'll make it easier to choose your Skills,
as described on page 61.
2.3.3. Headquarters
What's your base of operations like? What kind of place is it? An abandoned school?
A condemned church? An old warehouse? A barn? A high-tech computer lab? An
apartment downtown?
2.3.4. Contacts
Whom do you know? Now that you're a Zealot, working the streets, hunting angels,
you're bound to have forged connections with people on both sides of the law:
journalists, cops, fences, lawyers, ex-cons, priests, thieves, coroners, doctors,
and con artists.
2.3.5. Monitor
What's your Monitor like? Spend some time talking to your fellow players about
who's running your team. The Monitor isn't going to accompany you on cases, but he
or she will give you leads, and will check in on you from time to time. The
Director should be a part of this process as well, since your Director will be
playing the role of the Monitor. You can find some example Monitors on page 163.
2.3.6. Personality
How do your teammates see you? You have a clear mental image of your character, but
do the other characters see him/her the same way? Are you a leader, a follower, a
psycho, a healer, a comedian, a survivor, or some combination of the above?
Spite features five Personas, described in Chapter 4, starting on page 49. These
include the Crusader, the Messiah, the Leper, the Prophet, and the Sinner.
As a team, you'll collaborate in creating the world that you live in. Obviously,
it's easy to set a game in your own city.
Where do your Zealots live? Is there much crime? What's traffic like? What's the
cost of living? What are some of the major industries? Any major landmarks or
cultural attractions? Do you live near anything that could explode spectacularly,
such as an oil refinery or nuclear processing plant?
This can help establish the city more concretely in your minds. From this point, it
gets a little easier. Where's your base of operations? Uptown, near the trendy bars
and strip malls? Downtown, near the strip clubs and soup kitchens? Is there a gas
station near your headquarters? Library? Church? Mosque? Synagogue? Police station?
Convenience store? Diner?
There are different things you can do with a game like Spite.
If your characters are all investigators, with limited combat abilities, then it's
likely that a campaign focused on combat will result in frequent casualties, which
can become frustrating. Instead, you'd want to focus on investigation, clues,
chains of evidence, and the impending threat of attack from angels. But most
engagements should be with ordinary (or augmented) humans.
If you wind up with a group of combat-hungry warriors, then you can engage in a
campaign of nonstop bloodshed in which you duke it out with gibbering angels in
dark alleyways, swinging swords and emptying clips. This can be great fun.
However, in general, Spite is a game in which you fight for survival, build a
network of Contacts, foil the plots of cultists that make deals with the very
angels that want to destroy us all, and avoid the claws of unholy beasts that feed
on human flesh. This requires a well-balanced team. Some say that the perfect Cadre
is a three-person team, one of each class. But that's not how you need to play it.
Whatever you choose, make sure that you and the rest of the group are on the same
page. It's no fun for the badass if everyone's acting silly while he's trying to
beat information out of a drug dealer, for instance.
So talk about it with your group and Director, and settle on a mood before playing
the game.
One sure-fire approach to Spite is the cop show, or detective thriller. Check out
The Wire, The Shield, or Law and Order: SVU. Given that Zealots often arrive at
crime scenes after something terrible has happened, always ask yourself what Vic
Mackey or Elliot Stabler or Jimmy McNulty would do.
Consider running down the victim's credit card statements. This is easy if you've
got a hacker on the team, but you can also bribe or coerce someone into doing it
for you. Or you can ask a Contact to pull some strings.
Your Cadre could also use facial recognition software to track people with
surveillance footage, persuade the police to put out an APB on missing person,
monitor ATM usage or bank transactions, tap phone lines and pull phone records, or
pay a visit to employers or relatives in search of additional information about the
victim or killer or 'person of interest'.
3. Characters
To create a Zealot, you will need to fill out a character sheet, which you can find
on the last page of this book.
This is a quick overview of the content that you'll need to enter on your sheet:
Name: Your handle. Zealots don't use real names. Instead, they use short, easy-to-
remember (and easy-to-bark-in-combat) code names. This allows them to maintain a
healthy distance; after all, if you're going to be splattered with someone's brains
later in the day, you probably don't want to know his real name. Just makes it
harder to deal with.
Drive: This is your primary motivation, your raison d''tre. It can be invoked
almost any time you roll dice, in order to gain an extra die.
Persona: This is a summary of your personality, and it also establishes your role
in the group's interpersonal dynamic. Are you a hero, or a psychotic, or a
survivor?
Armor: If you wear body armor, write down the armor rating in this field.
Fury: You begin each session of Spite with 12 points of Fury, which you can use to
perform various stunts and maneuvers. The maximum Fury score is 12 points, unless
explicitly indicated otherwise in the text (of a spell or item).
Life: This tells you how much damage your character has taken. Each Zealot begins
with 12 points. If you lose a couple of points, you're bruised. If you lose more
than that, you could be in trouble. The maximum Life score is 12 points, unless
explicitly indicated otherwise in the text (of a spell or item). If you reach 0
points, you Retire (see Chapter 5 for more information about Retirement).
Spells: Each Zealot knows a few spells. You also have access to powerful spells
called Imprecations.
Powers: Based on your Persona and Class, you have access to Powers that make your
character unique.
Weapons: These include guns, swords, grenades, and anything else you want to use in
a fight.
Contacts: Your Contacts are people that you can turn to for help during the game.
They also furnish you with leads or clues.
Gear: This includes any equipment that your character is carrying, including
flashlights, identification, electronic equipment, and so on.
Fury: You begin each session of Spite with 12 points of Fury, which you can use to
perform various stunts and maneuvers. The maximum Fury score is 12 points, unless
explicitly indicated otherwise in the text (of a spell or item).
Life: This tells you how much damage your character has taken. Each Zealot begins
with 12 points. If you lose a couple of points, you're bruised. If you lose more
than that, you could be in trouble. The maximum Life score is 12 points, unless
explicitly indicated otherwise in the text (of a spell or item). If you reach 0
points, you Retire (see Chapter 5 for more information about Retirement).
Spells: Each Zealot knows a few spells. You also have access to powerful spells
called Imprecations.
Powers: Based on your Persona and Class, you have access to Powers that make your
character unique.
Weapons: These include guns, swords, grenades, and anything else you want to use in
a fight.
Contacts: Your Contacts are people that you can turn to for help during the game.
They also furnish you with leads or clues.
Gear: This includes any equipment that your character is carrying, including
flashlights, identification, electronic equipment, and so on.
3.1. Persona
There are five different Personas to choose from. Each represents a different style
of gameplay. After checking out all five, pick the one that is closest to your
vision of the Zealot you'll be playing. If you don't see what you're looking for,
create your own Persona.
Each Persona offers two Powers related to the personality type. Choose one of these
and write it in the Powers field on your character sheet. Using a Power requires
the expenditure of a point of Fury.
There's no telling how two Zealots will interact, but each Persona description
includes a rough description of how they generally regard one another. Consider
this a starting point for interactions in your Cadre, or disregard altogether if it
doesn't fit your vision of how your Zealots work together.
PERSONALITY TEST
2. Charge into the fire, my flesh blackening as I burst into flames. (Leper)
3. Everyone stops to watch my amazing stunt as I save the day yet again. (Messiah)
4. Try to figure out if there's another way into the building so I can evacuate the
humans trapped within. (Prophet)
5. Kill them all and let God sort them out. What, you have a fucking problem with
that? (Sinner)
3.1.1. Crusader
"I do what I have to do in order to protect innocent people. That's the job. That's
the discipline."
Selfless and brave, the Crusader is focused on getting the job done, no matter the
cost. Because she believes that being a Zealot is a one-way mission, she's ready to
lay down her life for the cause; however, she's not reckless in combat. Instead,
she tends to focus on the team, making sure that everyone else is safe; her Powers
reflect this desire to protect her fellow Zealots. However, the Crusader is not a
saint. She can lie, or steal, or cheat, so long as it serves the mission.
She sees the Leper as pessimistic and nihilistic. She tends to feel that the Leper
should focus on the mission, and let go of the past. Self-destructive tendencies
aren't the same as fearlessness, and she often wishes the Leper would opt for the
latter instead of the former. Still, she respects the fact that Lepers get the job
done.
Messiahs are also distracted from the mission, mostly by their own perceived
greatness. She thinks they should spend less time in front of the mirror, and more
time practicing combat maneuvers. Still, she acknowledges that they're quite useful
during interpersonal actions, as they've got the ability to persuade people to
follow or obey them.
She feels that Prophets make excellent Cadre members, as they're very focused on
the task at hand. In fact, Prophets and Crusaders are a good team, as one figures
out the problem, and the other tries to solve it.
Sinners, on the other hand, are regarded as diametric opposites. Though the
Crusader admits that the Sinner has combat ability, and an enthusiasm for kicking
angelic ass, she nonetheless sees the Sinner as amoral, vile, and dangerous.
Powers
Human Shield: The Crusader can opt to take damage meant for another Zealot. This
happens during combat, after another Zealot in the Cadre has taken damage. Before
anyone else takes an action, the Crusader can opt to take the damage instead.
Flak Magnet: The Crusader can get all enemies to attack her instead of the other
members of the Cadre. This affects all kinds of hostiles, including humans, angels,
and demons. This must be done at the beginning of the Crusader's action, and it
lasts for one round of combat.
3.1.2. Leper
"Hey, can you dig the shrapnel out of my tentacle? I'm dripping pus everywhere."
The Leper is a repulsive survivor. Once, the Leper was happy and normal. Then, his
life spiraled out of control. Whether it was drugs, or bad luck, or insanity, he
wound up a desperate failure, a drifter with nothing left to lose. When he was
attacked by an angel, it was almost a relief. But he was dragged into a new life by
the Monitor, so now he's focused on his mission.
He tends to gravitate towards magic that deforms or mutilates him in some way, and
should he suffer permanent deformity in the line of fire, he will probably take
great pride in his grotesque appearance. Lepers enjoy freaking out the civilians
through the use of stunts and magic. Nothing makes a Leper happier than walking out
of a burning building, covered in blood and broken glass, with a fanged tentacle
curling out of his mouth.
Lepers are tough, indomitable, and yet emotionally stunted in some way. They've had
horrible experiences, and many of them suffer from low self-esteem. They're stoic,
grim, and fatalistic, but they often leaven this with humor, which can throw other
Cadre members off.
The Leper would like to be as heroic as the Crusader, but he just doesn't know how.
He fears that the Crusader's opinion of humanity is too high, and he wants to
shield the Crusader from the ugliness of the world.
The Leper often resents the Messiah's popularity, which he feels distracts from his
own horrific countenance. Still, if they can overcome this obstacle, a Messiah and
Leper can become powerful allies.
He sees the Prophet as intelligent and admirable, and respects her open-minded
attitude.
The Sinner is a little too feral, but his heart is in the right place.
Powers
Aboulia: The Leper appears to lose his will to live, and takes no action this
round. No spells, no attacks, no Powers or skills -- he just hunches over and takes
the abuse. During the next round of combat, though, he attacks with twice his
normal number of dice (after doubling, extra dice can be added for Drive and so
forth).
3.1.3. Messiah
"Wow, that would be really impressive if this was amateur night at a two-dollar
whorehouse in Mobile, Alabama. Look, just get out of the way and let me show you
how it's done. Hey, ladies!"
He takes the job seriously, but only because it gives him the opportunity to be the
star of the show. He's special, he's a superhero, he has amazing powers, and he
wants everyone to know it.
The Crusader takes everything really seriously, which is a serious drag. Then
again, this isn't just about looking good -- it's about looking good while saving
the world or whatever. So okay.
The Leper is creepy, morose, and a total buzzkill. The Messiah isn't all that
impressed with the shoegazing woe-is-me attitude, but still -- sometimes, the Leper
can show that he's got heart, and that counts for something.
He sees the Prophet as a little stuffy and uptight. All the thinking and
concentrating and the incessant nagging to pay attention. It gets kind of tiresome.
Still, Prophets sometimes have good ideas, so it's not always that bad.
The Sinner sometimes steals the limelight through her violent behavior. Then again,
the attention that she draws is usually negative, so it's not that big a deal.
Powers
Battle Cry: Whether it's a one-liner or a death threat, the Messiah lets rip with a
verbal attack just before the physical attack. As a result, everyone gets an extra
die while attacking for one round.
Attention Storm: All normal humans forget what they're doing and pay attention to
what the Messiah says. His undeniable charisma is irresistible, and no matter
what's going on, and for one round, he's the center of attention yet again. In the
meantime, the rest of the Cadre can practically get away with murder.
3.1.4. Prophet
"It's not enough to do the right thing. We need to know what it is that we're
doing, and why."
Some Prophets are outgoing and charismatic, good at gleaning intel from their
sources; others are withdrawn and introverted, careful observers who say little but
see much. Either way, the Prophet is driven by an urge to understand the various
enemies that feed on humankind.
As far as the Prophet is concerned, the Crusader is a little too focused on the end
results, and sometimes needs to be reminded that there's a pattern, a chain of
evidence that needs to be followed first.
The Leper is repugnant, both for his love of pain and his lack of hope, but there's
an admirable tenacity there nonetheless. What keeps him going?
The Messiah is self-absorbed, egomaniacal, and shut off from any truths. He doesn't
care about understanding the world around him; instead, he wants the world to
understand (and worship) him.
Powers
Cognition: The Prophet is skilled at interacting with people, and they tend to
respond well to her drive for knowledge. When using this power, add two dice to any
skill check involving interpersonal communication.
Revelation: The Prophet's keen eye can help her discern the next link in the chain
of investigation. After using this power, she can deduce the location that the
Cadre should hit next. Even if the other Zealots don't remember finding any
evidence or clues linking the investigation to this place, she can intuit the
information, helping move the action forward if the Cadre hits a dead end.
3.1.5. Sinner
"Two dead angels, blood everywhere, and I still got a couple bullets left. Jesus
fucking Christ, I'm happier than a bulimic at a buffet. Let's go. If we get a move
on, I bet we could kill something else before the sun comes up."
The Sinner is a psychotic berserker. Amoral and violent, she channels her brutality
against the angels, but only because she knows she'll get into trouble with the
other Zealots if she crosses the line. Some Sinners were ordinary people that were
driven insane by their contact with angels; others were always violent and
unstable; and still others were meek and repressed, but have now discovered a
gleeful rage within. The petite and bookish Sinners are the scariest of all,
because the murderous rage seems to come out of nowhere.
The Sinner is focused on action, first and foremost, and has little patience for
deliberation or discussion. If a Sorcerer, she casts the spell first, and asks
questions later. If an Investigator, she browbeats suspects for information,
attacks anyone who prevents her from accessing a crime scene, and generally acts
like the sociopath that she is.
As far as the Sinner is concerned, the Crusader's annoying focus on always doing
the right thing is a major pain in the ass.
Lepers are edgy, but not over the edge. So they're not as much fun. Still, the
Sinner respects their capacity for punishment. That's kind of cool. Ultimately,
blood is blood, whether you're spilling it or wearing it.
Prophets spend a lot of time thinking and pondering and looking at inanimate
objects, and not nearly enough time breaking things into tiny pieces.
Messiahs are loudmouths, all talk and no action. They spend more time on their hair
than they do on their weapons. Not only that, but they steal the limelight with all
their posturing, which is annoying. At least they don't kill-steal that often,
leaving the Sinner to do what she does best.
Powers
Knife Twist: The Sinner uses this power before attacking. If the attack is
successful, it inflicts 3 extra points of damage.
Curb Stomp: When the Sinner uses this power, it results in the instant and
immediate takedown of ordinary human. This can be an automatic kill, or an
automatic knockout (the player chooses).
3.2. Attributes
There are three Attributes that you must determine. These Attributes help you
define what your character is (as opposed to skills, which are things that your
character knows).
These scores answer questions one might pose about your character. Is she smart? Is
she strong? Is she confident? Is she fast? Is she tough?
To answer these questions, distribute 9 points between these three scores. The
minimum score is 1, and one of these scores must be a 4, 5, or 6. This high score
will tell you whether you're a Fighter (high Strength), Investigator (high Sense),
or Sorcerer (high Soul).
Let's create a character named Skag. She used to work as a bouncer at a nightclub,
and we definitely want her to be combat-focused, so let's give her a high Strength
score: 6. She's not a genius, but she gets by, so we'll give her 2 points for
Sense. This leaves 1 point for Soul. Her convictions just aren't that strong; she's
a brawler, not a philosopher.
NOTE: Her combat score (7) is equal to her Strength score plus 1, because she's a
Fighter.
Our next Zealot is Casket. He's an investigator, so we'll give him a Sense of 5.
Then, we've got to choose between Strength and Soul -- essentially, a choice
between combat and magic, for reasons that we'll delve into presently. For Casket,
magic is more important than combat, so we'll give him 3 points in Soul and 1 point
in Strength. He's extremely intelligent, and has above average spiritual power, but
he's in lousy shape. Cigarettes and booze keep him weak and slow.
If the character's body is tested in some way, such as having to kick a door down
or climb a wall, the character must make a Strength check. Combat is based on the
Strength score.
If the character's spirit is tested in some way, such as having to withstand the
hypnotic gaze of an angel, the character must make a Soul check. Spell casting is
resolved using the Soul score.
Skills are described in more detail later in this chapter, but in brief, skills
reflect what the Zealot used to do for a living. Attributes, on the other hand,
reflect the character's natural strengths and weaknesses.
Though there's a little overlap between skill checks and Sense checks, the rule of
thumb is: if you need to be educated to pull it off, you're talking about a skill
check, not an attribute check; however, if it's something that you have to figure
out, then it's a Sense check. For instance, if you see stripes on someone's
shoulder, you can't make a Sense check to figure out his rank. You need a Military
skill, or some other applicable skill.
If you want to hack into a computer system, again, that's not a Sense check; it
requires a skill in Computers, or something similar.
There are times when you'll engage in a non-physical conflict with another
character. In these situations, make an opposed attribute check, based on the kind
of interaction. If it's intellectual, it's an opposed Sense check. If it's a test
of wills, then make an opposed Soul check.
For example, you may try to catch another character in a lie. In this case, make a
Sense check against the other character's Soul check. If you're trying to
convince someone to do something, make a Soul check against the other character's
Soul check.
Police officers, federal agents, even trained soldiers are all civilians to a
Zealot. The average civilian has attribute scores of 1 or 2. Sending an ordinary
person to do a Zealot's job is tantamount to murder.
For that reason, it would be immoral (and probably counterproductive) to call the
police or the National Guard for reinforcements during a takedown. They're just not
qualified, and you're just going to get a lot of people killed.
3.3. Classes
Each of the three classes has an array of available powers. Choose one, but be
aware that you will be able to add more powers as your character evolves (discussed
in the Advancement section).
3.3.1. Fighter
The Fighter is the first into battle and the last to leave the fray. She has
mastered armed and unarmed combat, and is a force to be reckoned with on the
battlefield. Due to the Fighter's superior combat abilities, add 1 point to her
Combat score (note that the Strength score remains unchanged).
There are different approaches to this class. Some Fighters love to jump into the
brawl and mix it up with brute strength. Others are more prone to finesse, using
stealth and subterfuge to sneak up on their opponents. Some fighters use close-
quarters weaponry like swords and axes, while others prefer ranged weapons like
bows and shurikens; some rely on firearms and explosives, and some prefer to fight
with their bare hands, or whatever they pick up during combat.
Typically, Fighters take point on the most powerful nemeses during combat, leaving
the Investigators and Sorcerers to provide supporting firepower. Due to their low
Soul scores, they usually don't do a lot of spellcasting; however, when facing the
Ophanim, Fighters can cast devastating Blasphemies.
During exorcisms, Fighters tend to run interference, keeping at bay anyone who
would seek to prevent the Sorcerer from casting out the possessing angel.
Similarly, during the investigation sequence of a mission, the Fighter typically
keeps opponents away from the Investigator so that he can do his job.
Powers
Broadside: When using this power, the Fighter can inflict considerable damage when
behind the wheel of a vehicle. A successful ramming attack results in double
damage.
Cover Fire: When using this power, the Fighter defends one of her teammates against
an attack. For one round, the other Zealot can roll an extra number of dice equal
to the Fighter's Combat score while defending. So if the Fighter has a Combat score
of 6, the Sorcerer she's protecting can roll an extra 6 dice each time he defends
against an attack.
Multiple Targets: When using this power, the Fighter can split dice between
multiple opponents. For example, if the Zealot has a Combat score of 6, she can
attack 6 opponents, using 1 die against each, or 2 opponents, using 3 dice against
each, or any other combination adding up to 6 dice.
3.3.2. Investigator
Some are rumpled gumshoes, some are high-tech covert operatives, and some are suit-
and-tie chameleons who pose as federal agents or police detectives. The
Investigator hacks the computers, questions the eyewitnesses, hotwires the car, and
establishes cause of death at the crime scene.
During combat, the Investigator must be cautious, due to a low Combat score.
However, when battling with the Ophanim, the Investigator has access to the
powerful Desecrations.
Powers
Evasion: This power enables the Investigator to take cover from attacks. For one
round, she will not be able to attack, but she'll be able to roll twice the number
of Combat dice when defending.
Lead: When using this power, the Investigator will come up with a person's name
(provided by the Director). She won't know anything about this person, but she'll
know that the person is definitely connected to the investigation in some way. Can
only be used once per mission.
Each time the Investigator finds a piece of evidence, she gets to make an Analysis
check. This entails rolling a single die; a roll of 9 or higher means that the
Investigator has learned something about the angel in question. By killing a point
of Fury, she can roll two dice instead of one -- but that's the maximum number of
dice that can be rolled on an Analysis check; you can't kill a bunch of Fury to
roll a handful of dice for the Analysis check. If the roll is not successful, the
player can try again, but a point of Fury must be spent each and every time the
Zealot wants to roll two dice during Analysis. You can't use the Killshot stunt
during Analysis.
Evidence can include (but is not limited to) the following: physical evidence
(teeth, scales, claws, tentacles), recordings (audio or video), crime scenes,
victims' injuries (alive or deceased).
If successful, the Director will narrate a single fact about the angel in question
(its name, its patterns, its victims, et cetera). After that, the player describes
some key piece of information that his character has learned, and as a result of
this information, there will be combat bonuses when the Cadre finally comes up
against the entity in question.
For example, while hunting an angel, which the Investigator has determined to be a
Seraph known as the Shuemiav angel, the player might narrate the following: "When
this one starts to pray in Aramaic, which it sometimes does during combat, we can
swarm it real fast, catch it off-guard." This is a random bit of information that
only applies to the specific angel in question, and not all angels (or even all
Shuemiav angels). Meaning, this trick won't be useful against the next Shuemiav
they encounter.
The information narrated by the player can't be some ridiculously perfect
vulnerability, either ("If we pour water on it, the angel will die!"). It has to be
a weird factoid that the group can use to their advantage, but not something that
gives them an obvious upper hand.
If the Investigator performs three successful Analysis checks, then later in the
adventure, when the Cadre engages the angel in combat, they will all receive an
extra die while attacking the angel (for the duration of the takedown). This die
applies to combat and spells, but not stunts.
In addition, for each Analysis check that the Investigator performs successfully,
she will receive an extra die (referred to as the Analysis pool). This pool of dice
can only be used by the Investigator, and can't be shared with other Investigators.
It can only be used in combat (attacking or defending, not stunts or magic), and it
can only be used against the angel in question.
A total of 12 dice can be stored in the Analysis pool in this fashion -- but again,
they can only be used against the angel, and it's a one-time opportunity. Think of
them like a reserve Fury pool. The player can use all 12 at once, or divide them
up. But once they're used, they're gone (and, of course, they cease to exist when
the angel has been killed).
For example, the Cadre is hunting an angel, but they don't know what kind. They
find a mangled corpse and a puddle of some noxious green fluid. The Investigator
makes two Analysis checks (one for the corpse, one for the fluid). She rolls a 10
on the first one. Just be safe, she kills a point of Fury so that she can roll two
dice on the next one. She rolls an 11 and a 4. This means that the Investigator has
gathered two bits of data. If she successfully picks up one more clue, everyone on
the team will get an extra die when they attack the angel, later on.
The Director provides two facts: number one, they're facing a Shuemiav angel, and
number two, it is a writhing mass of tentacles with an armored blue carapace, like
that of a giant insect. After that, the player narrates two facts ("That carapace
protects the soft meat of its neck, but this particular angel's carapace has a gap
in it, which we can use to our advantage when we attack" -- "This Shuemiav has poor
eyesight, so try to flank it during the takedown"). These facts don't have any
mechanical bonus yet -- but when the player makes one more successful Analysis
check, the team will get an extra die when attacking the Shuemiav.
3.3.3. Sorcerer
Though all Zealots can wield magic, Sorcerers have access to a large arsenal of
spells, and their high Soul scores make them fearsome opponents. Furthermore, they
alone can harm Shadows directly.
During combat, Sorcerers can become easy prey due to low Combat scores, but many
make up for it through judicious spellcasting.
The Sorcerer is the only class to have access to two Imprecations: Anathemas and
Maledictions.
The Sorcerer is the only one who can cast Shadow angels out, using the Anathemas
listed in chapter 4. The player may elect not to choose any Anathemas. However,
without these spells, the only way to cast an angel out of a host body is to kill
the host.
Powers
Pyrrhic Strike: This power must be used before the Sorcerer rolls an attack. If the
attack is successful, then the Sorcerer inflicts an extra point of damage. However,
if the attack is unsuccessful, then the Sorcerer actually takes damage, equal to
the difference between the dice, and the opponent takes double that amount of
damage. For example, if the Sorcerer attacks with a 4, and the angel defends with a
9, then the Sorcerer takes 5 points of damage and the angel takes 10.
Lifeblood: When using this power, the Sorcerer can transfer Life between two
consenting characters. Any amount can be transferred, but the usual limits (minimum
of 1, maximum of 12) apply. This power takes the place of any action in a given
round.
Obscentacle: This power results in a single tentacle that grows from somewhere on
the Sorcerer's body (player's option). The tentacle, which is foul and grotesque
(details up to the player), blocks incoming attacks and protects the Sorcerer. It
acts as armor 5. After sustaining 5 points of damage, it melts into a foul-smelling
liquid.
3.4. Skills
Double your Sense score. This is the total number of points that you may distribute
among your skills. Choose from the list, starting on the next page, and distribute
the points as you see fit. For each item, list the skill on your character sheet,
followed by the job title and the score. For example:
Each skill has a minimum score of 1 and a maximum score of 6. This score represents
the number of dice that you roll when making a skill check.
For example, Skag has a Sense score of 2, so we'll distribute 4 points among her
skills. Due to her background as a bouncer, we'll give her Intimidation at 3, and
with the remaining point, we'll give her Driving (she used to be a cabbie).
Then, we need to document her skills, with the pertinent job description and score:
Intimidation (Bouncer) 3
Driving (Cab driver) 1
Note that the skill in question is either Intimidation or Driving. That means that
the job title is merely a descriptor. Let's say that a character has the Empathy
skill because she used to be a police negotiator. This means that she has the
ability to relate to people, to calm them down, to get them to see her point of
view. She can talk her way out of tricky situations, and she can defuse potential
problems. But the player can't say, "She knows how to defuse a bomb because she
used to be a cop." That's not what her skill is about. She's an empath, not a
demolitions expert.
3.4.1. Using Skills
When there is a situation where you think that your character's skill could come in
handy, indicate to the Director that you would like to use it. The Director will
tell you the difficulty, and you'll perform a skill check. If at least one of your
dice equals or beats the difficulty, you have succeeded. Note that the roll is
against a target difficulty, not against another character's roll.
For example, Skag is trying to get some information out of a small-town sheriff.
This is a challenge, because he's a law-enforcement officer, and he's not inclined
to take her seriously. But Skag used to work as a bouncer at a nightclub, and she
has an Intimidation skill at 3. So the player decides to use that skill to bully
the sheriff into giving her the information. The Director rules that this is
something of a challenge, for the aforementioned reason, and so the target
difficulty is set at 9. The player rolls 3 dice, and gets 11, 7, 3. The 11 is
higher than the established difficulty, so the attempt is successful. At this
point, the player would then narrate what Skag said, and might even go so far as to
describe the sheriff's response (or the Director could do it, using that
opportunity to divulge the information that the player was after).
Note that if the player had gone into detail and described the scene in an
interesting way, then she would have rolled 4 dice for Skag, instead of 3.
Because skills are general, and encompass a great deal of experience, it's
legitimate to use them in creative ways. If the character used to be an actor, and
played a doctor on TV, it's conceivable that he or she may know a few things about
medicine. However, the Director will set the target difficulty higher in this case,
because the character isn't really an expert. That means that characters with
different skills may have different target difficulties when attempting the same
task. An experienced doctor or nurse would have a target difficulty of 7 (for
example), but the aforementioned actor might face a difficulty of 11 or 12.
Each description begins with a heading that sums up the point of the skill. In the
first case, the heading is Charm, because the skill allows the character to get the
confidence of total strangers quickly.
The description continues with a list of possible jobs, such as Con Man, Grifter,
Hustler, and Actor. Choose one, representing the job where the Zealot learned how
to be charming. Feel free to pick a job that isn't listed, as long as it reflects
the focus of the skill -- in this case, the ability to charm or persuade people.
The description of the skill is followed by an explanation of its usage.
3.5.1. Charm
Jobs: Actor, Con Artist, Con Man, Grifter, Hustler, Player, Psychologist
You've always had a knack for getting people to believe you. Whether it's because
you're really charming, or attractive, or just a good actor, you've always been
able to convince people that you're on the level, even if you've burned them
before. When you need to borrow a car, ask a favor, or get someone to "loan" you a
sizable chunk of change, things just seem to fall into place for you. You're also
good at pretending to be people that you're not, which comes in handy when you're
trying to get into exclusive nightclubs or invitation-only society dinners.
You've always had a natural talent for computers. You can build them, repair them,
and hack them. When it's time to retrieve data from a stolen laptop, shut off a
security system, or find information online, the Cadre looks to you for the
solution.
3.5.3. Crime
You know a thing or two about crime. Whether you're a beat cop who's seen it all,
or an ex-con who's actually done it, you know how to crack a safe, hotwire a car,
or bust into someone's house without making a sound. If it's not legal, you're the
one they turn to.
Gameplay: When a character is trying to break into a house, pick a lock, or sneak
past a security guard, this skill can be employed.
3.5.4. Driving
Jobs: Cab Driver, Car Thief, Courier, Drag Racer, Getaway Driver, Race Car Driver,
Trucker
You've always been good with cars. You know how to shake a tail, take sharp curves,
and drive fast without getting anybody killed. When it goes down, you're the
getaway driver. Whether you raced cars professionally, had training, or were just
born with a knack for driving fast and staying on the road, you're the team's
driver in a crisis situation.
Gameplay: When a character is trying to evade pursuers, ram another car, or swerve
to avoid a collision, this skill can be employed.
3.5.5. Empathy
Jobs: Guidance Counselor, Police Negotiator, Religious Worker (Rabbi, Priest, Imam,
et cetera), Social Worker
You know how to hear what people are really saying. It's always been like that for
you, and you've never known why. For some reason, you can pick up on emotional
vibes, read faces, and hear unspoken words. It's not like you're psychic; it's just
that you can discern those non-verbal cues that seem to elude most people. When
someone's lying, you can tell. When someone's hiding a great sorrow, you can feel
it. And somehow, you convey this to others, so people naturally open up to you.
It's not just that you're aware of what's going on; you're also receptive to it,
and that makes you the person that they turn to when they need a shoulder to cry
on.
3.5.6. Hunting
You are a hunter. For as long as you can remember, you've been good at trailing
people. When someone has to be found, you've got an uncanny ability to locate them.
Whether you're following someone in the city, or in the woods, you're the one that
instinctively knows where to look.
Gameplay: When a character is trying to pursue a target through the jungle, follow
an unsuspecting quarry through the city without being spotted, or locate someone
who's skipped bail, this skill can be employed.
3.5.7. Intimidation
People fear you. It's not your body, or your face; it's something that they see in
your eyes. Civilized people recognize a line that can't be crossed. When people
look into your eyes, they realize that you can't see that line, and you have no
compunctions about doing terrible things. It may or may not be true -- but that's
what they see when they look at you. Consequently, people have a hard time saying
no to you.
Gameplay: When a character tries to intimidate or bully someone, this skill can be
employed. Interrogating a reluctant witness, convincing a bellhop to look the other
way, or getting a wary receptionist to let you look at financial records are all
examples.
3.5.8. Journalism
You know what's going on. Before your life changed and you became a Zealot, you
were plugged into the city, and knew all about who was doing what to whom. You've
been away, but your skills are still sharp. You still know how to cold-call, how to
act like someone's best friend, how to get information fast. You're the gatherer of
data, and a repository of knowledge about the city.
Gameplay: When a character is trying to find out who's behind a building project,
or who wrote a particular newspaper article, or who's running against the mayor
next year, this skill can be employed.
3.5.9. Linguistics
You're good with languages. You always had a knack for figuring out what people are
saying, even if you'd never been exposed to the language before. You've learned a
few languages along the way, but you can usually manage to decipher a little bit
about tongues that are foreign to you.
Gameplay: When you choose this skill, select a number of languages equal to the
score. If you take Linguist for 3, select three languages. In these tongues, you
are fluent, and if you run across documents written in these languages, you only
need to make a roll if the content is technical or complicated. If you are trying
to read something written in a language you are unfamiliar with, you may attempt to
decipher the general content or theme (but specifics will elude you).
3.5.10. Medicine
You know how the body works. Whether you pursued medicine as a career, or just took
some first aid classes, you've always been good at the subject. You know about
pharmaceuticals, surgery, and treatment, and you know your way around a hospital.
3.5.11. Military
You've served your country. There was a time when you wore a uniform and carried a
gun. Though you're no longer a member of the armed forces, you haven't forgotten
your training, and you still remember the way that things worked. You are, in many
ways, still a soldier, and your training has paid off time after time.
NOTE: This skill pertains to training and procedures, and doesn't convey any combat
bonuses.
3.5.12. Profession
Your job defined you, for a while. From eight to five, you got up, and you went to
work. It wasn't just any job, either; it was fairly technical, and you worked with
some really talented people. Things didn't work out, but you were pretty good at
it, back in the day. Now, of course, you just think about it from time to time, but
back then, you lived and breathed your job.
Gameplay: Choose one profession; you can select the skill more than once, for a
different profession each time. This skill encompasses the skills and abilities
picked up while working in the cited profession. When your professional skills
might be brought to bear on a situation, this skill can be used.
3.5.13. Repair
You're a fixer. You can fix anything, from motors to small appliances to cars to
HVAC systems. You were born with a silver wrench in your hand, and the Cadre relies
on you to keep things moving (or to wake the dead, if the car gets wrecked).
When a character tries to repair an old or defective machine or system, this skill
can be employed. If there are missing parts or inadequate tools, the target
difficulty will increase accordingly, but a high level of proficiency with this
skill generally means that a Zealot knows how to fix damn near anything.
3.5.14. Science
You're an educated person. Chemistry, Biology, Botany, Astronomy -- these are your
meat and milk. Years of scholarship have resulted in a prodigious wealth of
knowledge about the way that the world and universe work.
During character creation, you may envision a concept for a Zealot, only to
discover that one of your fellow players has created a character with a similar
skill.
There are a few ways to handle this. You can just proceed with the characters, and
accept that two of them will have similar skills. Or, one of you can adjust the
character and choose a different skill. This may be difficult if the character's
profession is closely tied to his or her backstory.
You can also choose a related skill, and tie it in to the original concept. For
example, if your idea was a character with a background in the military, you might
say that he was a mechanic at an army base, and choose a skill in Repair. Or you
might say that he was a combat medic, and select Medicine.
3.6. Drive
Consider who your character used to be, and who he is now. What is it that
motivates him to hunt angels? What is it that he's after? What is it that he wants?
Write down a brief description of your character's primary motivation, the thing
that keeps him going. Then boil it down to a single word. This is your Drive.
Your character's Drive might be Action, Anger, Courage, Danger, Freedom, Honor,
Justice, Love, Protection, Purity, Revenge, Salvation, Spirituality, or Valor.
During gameplay, if you can relate what you're doing to your character's Drive, you
receive an extra die. You could add this die to your next roll during combat, or
when using a skill, or when making an Attribute check. This isn't something that
can be done with every single fight, or with every use of your character's skill.
The use of Drive is something special, something that specifically connects your
character's story to the events that are taking place in the game.
Let's revisit our previous example. This time around, Skag is trying to convince
the small-town sheriff to give her all of his weapons and ammunition, along with
the keys to his cruiser. The sheriff is about two seconds away from placing her
under arrest (or trying to).
The player describes the scene vividly, painting a picture of raised voices and
escalating tension, then decides that Skag is now going to use her Intimidation
skill. The Director rules that this is going to be a major challenge, because the
sheriff has absolutely no reason to trust her. The difficulty is set at 12.
The player rolls three dice for her skill, another die for the description, and a
fifth die for invoking her drive. She rolls 11, 11, 9, 3, 1. Two 11s equal a 13, so
the player was successful.
3.7. Contacts
You've got two Contacts, people that you've turned to for help in the past, or who
have asked you for help. A Contact is someone that you met after crossing the White
Line. They don't know the old you -- they only know you as an investigator of the
paranormal.
Your Contacts may get in touch with you if they encounter the supernatural or the
inexplicable. In fact, they may also pass your name along to other people in
desperate situations, who will then get in touch with you.
Contacts are the property of the players, not the Director. The only person that
can kill off a Contact is the player. Speaking of which, if the player gets tired
of a Contact, and wants to create a new one, the first Contact has to die. Talk it
over with your Director to come up with a suitably gruesome demise that can be
worked into the next scenario. You don't have to tell the other players, though.
During gameplay, you may decide to turn to your Contacts for assistance. For
example, your Cadre may want to sneak onto an army base, but you're wary of
capture. If one of you had a skill in Military, or Crime, then it might be
possible, but that's not the case. So, you call up one of your Contacts, a
lieutenant in the Army, and you ask him for help.
As long as you're not asking for an unreasonable advantage, there's no reason this
can't work. If you were asking for access to guns or explosives or equipment, then
the Director would be right in telling you that this is not possible. However, if
all you're asking for is a little help getting through a situation, then the use of
a Contact is perfectly acceptable. However, if asking your Contact for such a favor
becomes a habit, the Director may rule that the Contact becomes unavailable
temporarily, or that the Contact begins to demand favors from your team before
helping you out.
These favors may put the Zealots in an awkward situation, or may even require them
to break the law. If the Director rules that the Contact is going to ask a favor in
return, the player gets first crack at coming up with the specifics. The Director
can then build an upcoming scenario around it (or work it into an existing
scenario).
During gameplay, when you use a Contact, the narration of the exchange is described
by the player, or the player can role-play the conversation out with the Director
(or another player).
3.8. Fury
Fury is a measure of your Zealot's power, strength, and righteous anger over the
general unfairness of life. At the beginning of each adventure, your Zealot has 12
points of Fury, which can be used to perform Stunts and Powers.
Over the course of a scenario, you'll probably spend Fury during investigation or
combat. However, you can get some of it back. Each time you complete one of the
secondary objectives in a case, you get between one and three points of Fury. The
number of secondary objectives varies, but the maximum Fury score is fixed: 12.
3.8.2. Stunts
Fury can be used to kick ass in a variety of ways. These stunts are generally
accompanied by vivid descriptions of impossible or ill-advised feats, such as
dodging sniper fire as you sprint into a cornfield, grabbing a screaming angel by
its tentacles, and ramming it headlong into the spinning blades of a combine
harvester.
Each stunt is accompanied by a fury cost (per use), a description (which must be
furnished by the player before the dice are rolled), and an explanation of the
mechanics.
Hardcore
Fury cost: 1-12
Description: This isn't a stunt; it's a miracle. The player describes how the
Zealot's injuries heal themselves: flesh knits back together, bones realign, blood
spurts from injuries as they scab up, and burned flesh sloughs off, replaced by
fresh pink tissue.
Mechanics: This can be used at the beginning of an action, but it does not count as
an action (meaning that when it's your turn to act, you can perform a Hardcore
maneuver, then attack or cast a spell as usual. When you perform a Hardcore
maneuver, you can spend as many Fury points as you want, on a one-to-one basis (for
instance, you can kill six points of Fury to get six point of Life). As usual, the
maximum Life score is 12.
Killshot
Fury cost: 1
Description: The player describes a moment of clarity in which the Zealot
concentrates on his next action. Whether the Zealot is feeling overpowering rage or
Zen-like calm, it's a split-second of focus that improves the character's aim or
efficacy.
Mechanics: This results in an extra die on your next roll. The Killshot maneuver
can be performed at the beginning of an action, but it doesn't count as an action
(so when it's your turn, you execute the Killshot, then add the extra die to your
attack or skill roll or what-have-you). You can only kill one point at a time (in
other words, you can't kill five points of Fury and roll five extra dice). This
cannot be combined with other stunts (except Hardcore).
Second Chance
Fury cost: 1
Description: The player describes the Zealot's desperate desire to get it right
this time.
Mechanics: If a player kills a point, he can roll again. Anytime a player fails a
roll, he can elect to roll again, effectively gaining a second chance to succeed at
an action. However, this can only be used if the first roll was a failure, and can
only be done once per round. If a roll is failed, and rolling again is also a
failure, then that's the end of the player's round. Note that any extra dice must
be justified as usual (a die for a Cool description must be earned again, a die for
a spent Fury point requires killing an additional point of Fury, et cetera).
Bullseye
Fury cost: 2
Description: The player narrates his Zealot's expertise, strength, intellect, or
spiritual fortitude as appropriate. For one moment, the Zealot is completely on top
of things, and can do no wrong.
Mechanics: This stunt constitutes a single action. The player rolls no dice. He
succeeds automatically on any attribute check or skill check. This stunt cannot be
used on rolls involving combat or magic (just attributes and skills).
Organ Grinder
Fury cost: 2
Description: The player describes a futile gesture that's pretty much guaranteed to
fail. It's stupid, it's insanely dangerous, and if the Zealot had any sense at all,
he'd know that it's pretty much out of the question.
Mechanics: This stunt constitutes a single combat action. Instead of making a
combat roll, the player rolls two dice, picks the highest one, and doubles it. This
value is compared to the Director's roll. If there's a tie, all of the dice are re-
rolled until a clear victor and loser are determined. If the player's roll is
higher, any applicable weapon bonuses are added to the damage inflicted.
Rasputin
Fury cost: 2
Description: The player describes a dirty, sneaky, underhanded maneuver. It's
violent, it's sick, and it's completely unexpected.
Mechanics: The player rolls 2 dice, and the director rolls 1. The player's high
roll is compared to the Director's die. If the player's roll is the highest, damage
is inflicted, along with any applicable damage bonuses. However, if the Director's
roll is higher, then the difference between the two scores is inflicted on the
player.
Bloody Sanchez
Fury cost: 3
Description: The player describes a gory, blood-drenched combat maneuver.
Regardless of the weapon being used, the attack must result in hemoglobin bukkake.
Mechanics: The player rolls an attack with one extra die. Any die which shows a 4
or less may be re-rolled until the result is a 5 or higher. Example: The player has
an attack score of 3. He rolls 4 dice, and gets 2, 5, 6, and 8. The 2 is re-rolled,
and comes up as a 4. The player rolls the die once more, getting a 10.
Flesh Wound
Fury cost: 3
Description: The player narrates a brutal, merciless maneuver that has the
potential to cause massive tissue damage.
Mechanics: The player rolls twice as many dice as he ordinarily would. This is
compared to the Director's roll. The player loses 10 points of Life. If the Zealot
doesn't have enough Life, then the difference is subtracted from the character's
Fury. If the Zealot doesn't have enough Fury, the character is Retired.
Socket Wrench
Fury cost: 3
Description: The player describes a foolhardy and dangerous stunt that's likely to
result in serious property damage.
Mechanics: The Zealot rolls dice as normal. The Director only rolls two dice, and
the high roll is compared to the player's roll. Whether successful or not, the
Zealot takes 3 points of damage.
3.9. Gear
During the course of the game, you'll want to use various items, equipment, and
weaponry. You can acquire these items by using your Cash score. At the end of this
chapter, you'll find several lists of items that you can purchase.
3.9.1. Cash
Your Cash score represents how much available money your Zealot has. Once in a
while, you'll get a check from the Monitor so that you can keep the lights on. You
begin with a Cash score of 1, though this can go up over time. This number
represents the number of dice that you roll when it's time to go shopping.
At the beginning of each adventure, roll your Cash dice. The resulting number
indicates the amount of points that you can spend on weapons and equipment. Consult
the Weapons list and the Gear list to see how much items cost.
After you select your gear, you're tapped out for the moment, and you can't make
any other purchases.
Example: Skag is getting ready to take on a new case. She has a cash score of 1, so
the player rolls a single die and gets a 7. The player can now purchase 7 points'
worth of gear, including weapons, armor, or equipment.
If the characters suddenly inherit a sizable amount of money, then their cash flow
might be bumped up by a point or two, at the Director's discretion. The duration of
this change in financial fortunes is also left to the Director. It might last for
the next couple of game sessions, or it might last for a long time.
3.9.3. Equipment
On the next few pages, you'll see several lists of gear. The first is a list of
weapons, in order of damage. The second is the weapons list, but this time it's in
alphabetical order. Then you'll see a list of armor, and finally a list of
available equipment.
Illegal Weapons
You and your Director need to agree on how to handle this. If you're playing a more
realistic game, then the use of hand grenades in public places will probably have
consequences. You may, however, be playing one of those what-the-hell campaigns
where it's not a big deal. Discuss, decide.
It's customary to loot the bodies of the dead when playing an RPG. Spite is no
different. In fact, Zealots are encouraged to loot the living. See a bad guy
carrying something that you like? Then take it. Why not?
Weapons
Sniper Rifle: For a complete description of how sniping works, see section 6.1.7.
When using a sniper rifle, the bonus for an aimed shot is +4 instead of +2. But if
you fire a shot without aiming, you get a penalty of 2 dice. If you fire at someone
in range 1 or 2, you also get a penalty of 2 dice. These can be combined, so if you
are attacked by someone in range 2, and you grab a sniper rifle and shoot back, you
get a penalty of 4 dice.
Projectile Weapons: If you run out of arrows or bolts, you can attack someone with
your longbow or crossbow (damage bonus of 1).
Assault rifles are a subclass of automatic rifles. Assault rifles are a little less
powerful.
Submachine guns are extremely popular with Zealots, because they're a lot easier to
conceal. The Uzi, HK UMP, and FN P90 are favored by many Fighters.
EQUIPMENT - COST
Blanket -1
Bolt cutters - 1
Boots - 1
Cell phone, disposable - 1
Chalk - 1
Compass - 1
Duct tape - 1
Flashlight - 1
Glass vials - 1
Highway flare - 1
Lighter - 1
Magnifying glass - 1
Permanent marker - 1
Steel wire, 20' - 1
Army camo - 2
Backpack - 2
Binoculars - 2
Briefcase - 2
Doctor's scrubs - 2
Fingerprint kit - 2
First aid kit - 2
Two-way radio - 2
Digital camera - 3
Digital recorder - 3
Police uniform - 3
Camcorder - 4
Parachute cord, 100' - 4
GPS navigator - 5
Low-end PC - 5
Laptop - 6
Three-piece suit - 6
Designer dress - 7
Fake ID - 7
NV goggles - 8
Fake badge - 9
Hazmat suit - 9
High-end PC - 10
VEHICLE - COST;
BODY/SWERVE/RECOVER/RAM
Tank is equipped with heavy machine gun and 120 mm gun (3/5/6).
(SORTED BY COST)
(SORTED ALPHABETICALLY)
Jacket - 2/3
Plastic vest - 3/4
Concealed - 4/5
Kevlar vest 5/6
Tactical - 6/7
Fiberglass vest - 7/8
SWAT armor - 8/9
Vectran armor - 9/10
Ceramic plate - 10/11
Carbon armor - 11/12
Jacket: Looks like a windbreaker, but a flak jacket can deflect small arms fire.
Plastic vest: Bullet-resistant webbing between layers of plastic film.
Concealed: Includes a flexible armor plate; goes under clothing.
Kevlar vest: Lightweight, like clothing fiber, but stronger than steel.
Tactical: Level IIIA, protects against most handguns.
Fiberglass vest: Contains a composite fiberglass/resin panel.
SWAT armor: Worn by police officers in high-risk situations.
Vectran armor: Made from a fiber twice as strong as Kevlar.
Ceramic plate: Worn by soldiers in war zones.
Carbon armor: Made from hollow cylinders of carbon just one atom thick.
4. Magic
After you crossed the White Line and became a Zealot, you learned how to use magic.
It wasn't what you expected at all.
When you cast a spell, you are tampering with the natural order of things. There is
risk, and there are often consequences. Sometimes, these consequences are extremely
painful, or permanent. But that's the price you pay for interfering with the
natural order. Like any interloper, you are taking an enormous risk, and you will
come to great harm if you keep taking that risk. Still, it's the only edge you
have.
CAUTION
Remember that you're not an ordinary person anymore. You can spit acid, resurrect
the dead, and summon nightmarish creatures to do your bidding. If you use this
magic in public, most people are going to panic; some will flee, some will call the
authorities, and some will attack you. As always, you're a Zealot, and your mission
in life is to protect the innocent.
Also bear in mind that attracting attention to yourself is not always a good thing;
there are others out there who would kill for power, and if they feel that you are
privy to secrets that will grant them this power, they'll do whatever they have to
do. So exercise caution and prudence.
On your first day as a Zealot, the Monitor placed you into a deep, trancelike
state. You don't remember what happened while you were in that state, but when you
regained consciousness, the world felt different. Your Monitor explained that he
had helped you to unlock that part of the brain which most people are unable to
access. When you came out of the hypnotic state, the world was different, because
it was malleable. You had crossed the Line.
Now you can do the impossible: hurl a car across the street, punch through
concrete, or rip off your skin to reveal a demon within. These techniques, taught
by your Monitor, are your primary weapons in your war against the angels. They are
described below.
Each Zealot starts the game with a number of spells equal to twice his Soul score,
and can cast a number of spells per case equal to his Soul score. Furthermore, a
spell can be cast more than once per case. For example, a character with a Soul
score of 3 will have 6 spells in his arsenal, but may choose to cast one of those
spells 3 times in a single case.
If the Zealot casts more than that number, he must make a Soul check against
difficulty 11. Failure means that the character takes 2 points of damage. If the
roll is successful, the Zealot takes no damage, but must make that roll each time
she attempts to cast a spell until the next case.
Casting a spell is just like taking an action in combat. A character cannot cast a
spell, then take an action or attack an enemy. Even if the spell's duration is
listed as Immediate, it still requires concentration and focus to cast, so it
counts as an action.
When calculating duration, count the round in which the spell was cast.
Spell range is the same as weapon range, described in the Combat section (chapter
5). A range of 1 means that the target is within arm's reach. A range of 2 means
that the target is in the room. A range of 3 indicates that the target is down the
street.
BY THE CASE
You don't keep track of days and hours -- it's just a series of cases that you have
to resolve. A case can take a few hours, or a few days. Either way, your Zealot is
running ragged until it's all over. Then, he or she gets some rest, and you get
your Life and Fury back. Like ammo, it's just an easier way to keep track of things
(such as spells).
Each spell has a specific target, and is ineffectual against anyone not listed.
Some spells can affect more than one target. Here are the possible targets:
1. Self: This spell only affects the caster.
2. Humans: This spell only affects ordinary people.
3. Half-breeds: Affects Zealots, Disciples, and other half-breeds.
4. Demons: Only affects demons and agents of Hell.
5. Angels: Affects angels and other agents of Heaven.
6. All: Humans, half-breeds, angels, and demons.
4.1. Sacraments
Sacraments are magics that can only be wielded by those who have crossed the White
Line.
Many spells include descriptions of the special effects that accompany casting.
Feel free to embellish or add to these during gameplay. For example, your Zealot's
use of Abnegation might sometimes result in a blast of freezing cold, or a spray of
acid. A vivid description of such an effect could result in an extra die (or two)
for you, so feel free to take some liberties with the spell descriptions -- but
only with regard to the effects, not the mechanics themselves.
Spell Quicklist
4.1.1. Ablution
Duration: 1
Range: 1
Target: self
When this spell is cast, the Zealot is surrounded by an envelope of rippling water
that protects him. The water is four inches thick, and distorts the caster's
appearance, as though he were standing behind a waterfall. It permits the flow of
oxygen, so there's no danger of suffocation. While inside the envelope, the caster
experiences some protection from physical attacks, acting as armor with a value of
5. When the five points are used up, the spell is broken and the water splashes
down on the ground. While the spell is active, the caster also rolls an extra die
when defending against physical attacks, and takes no damage from falling
(regardless of the height). The Zealot is able to attack while inside the water,
without disrupting the spell.
Gameplay: Senator Haller grins. Six bodyguards. Twelve pistols, pointed right at
you. Time to get the fuck out of here. You cast Ablution and draw your sword.
4.1.2. Abnegation
Duration: 1
Range: 2
Target: Humans
A blast of fire emanates from the caster's hand, burning a single human target.
When casting Abnegation, the Zealot rolls a Magic attack against the defender's
Combat score. If successful, damage is +3, and the target will drop any metal
objects that he's carrying.
Gameplay: Rooftop, downtown. Below you, the motorcade. The sniper hears you, whirls
around. You cast Abnegation. Waves of red fire scorch him. The rifle clatters to
the ground. Objective secure.
Below you, shouts of panic, sirens. They saw the blast of fire. Your work is done.
Time to get clear.
4.1.3. Absolution
Duration: 2
Range: 2
Target: Humans, half-breeds
When this spell is cast, a suit of metal armor surrounds the target. This armor has
a value of 7, but regenerates 4 points of damage between the first and second
rounds. If the armor is reduced to 0, it will vanish (and it will also vanish after
the second round, regardless of how much damage is taken). This spell cannot be
used on the caster. The armor can be medieval, modern, or anywhere in between.
Gameplay: The angel undulates across the ceiling. Bile drips down. Ogre tosses the
shotgun and draws her longsword. She's going to finish this thing off. You figure
you can offer support. You hit her with Absolution. A gleaming suit of golden
samurai armor. Face mask, the rictus of a lion. The angel drops to the ground. Ogre
charges. You grit your teeth.
4.1.4. Acolyte
Duration: 2
Range: 1
Target: Self
A tentacled entity slithers into existence and obeys the caster until it is
destroyed, or until the spell expires. The entity can attack and defend itself
independently, but will prioritize the Zealot's life above its own. It will not
leave her side, and will place itself between the caster and any attacker.
Furthermore, damage from any successful attack against the Zealot will be taken
from the entity first, as though it were a living suit of armor. If it is destroyed
while protecting her, then overflow damage will then be taken from the Zealot. The
entity has the following stats:
Entity
Strength 3
Sense 1
Soul 1
Life 6
Gameplay: Three of them. Skinless dogs with mouths like lampreys. Could be angels,
could be demons. Three of them, bounding towards you. Thick snuffling noises coming
from their orifices. Your revolver just isn't going to do the job. You cast
Acolyte. It wriggles into view, tentacles dripping with saliva. Hope it's enough.
4.1.5. Affusion
Duration: 10
Range: 1
Target: Self
This spell permits the Zealot to swim like a fish, moving at an extraordinary rate
through fresh or salt water. Unencumbered, the Zealot can move 100 feet per round.
In addition, the Zealot's throat develops gills, allowing him to breathe water. The
Zealot's speed is attributable to webbed hands and feet, as well as oily, greenish
skin that cuts down on resistance. For best results, the Zealot should wear as
little clothing as possible. Regular clothing will cut speed to about 60 feet per
round, and any objects carried will reduce speed to 30 feet per round. If the
Zealot breathes dirty or polluted water, it will be necessary to make a Strength
check against difficulty 10, or take a point of damage for each round of exposure
(the check is made every round that the caster is exposed). The Zealot's webbed
hands are tipped with long black claws, which act as a weapon with a damage score
of 2.
Gameplay: Somewhere, down there, two big problems. One, a nuclear sub on the verge
of meltdown. Two, a creature large enough to swallow you whole. The former's more
immediate. You take off your shirt. You take off your boots. You take off your body
armor. You cast Affusion. You dive into the water. You wonder how you'll taste.
4.1.6. Altar
Duration: 3
Range: 1
Target: Self
When this spell is cast, a hideous demon erupts from the caster's bowels and
attacks. The creature, an eyeless grub with massive teeth, has a limited range,
because most of its body is still inside the caster's
abdomen, so it can only attack those in range 1. The player rolls 3 extra dice, and
the creature's fangs inflict damage +1. All the Zealot's allies experience a sudden
boost of +1 (die added to pool) for any attacks made during the spell's duration.
When the spell ends, the creature retreats back into the caster's abdomen, and the
torn flesh knits itself back together. However, the clothing remains torn and
bloody.
Gameplay: Martinez nods. His men come at you with pool cues and tire irons. They
need some old-time religion. You cast Altar. It tears out of your guts. It screams.
The one closest to you gets hit right in the face. He staggers back, screaming.
Missing one eye and part of his cheek. The thing coiling out of your belly chews,
swallows. You feel good. You smile.
4.1.7. Anamnesis
Duration: 1
Range: 1
Target: Human
This spell allows the Zealot to access the memories of any human. In order to cast
the spell, the Zealot must be in close physical proximity with the human. In order
to avoid a barrage of overwhelming images and sensations, the Zealot must have a
specific question that needs answering. To cast the spell, the Zealot must make a
Magic check against the victim's Soul check. If successful, the Zealot is able to
hear and see a memory that pertains to the question. The process is not without
consequences. If the spell is cast successfully, then after rolling the dice,
determine the effects on the victim. Look at the difference between the Zealot's
dice and the victim's dice. If the result is between 1-3, the victim experiences a
severe headache and nausea. If the result is between 4-6, the victim suffers
extreme agony and is rendered unconscious. If the result is between 7-9, the victim
becomes comatose. And if the result is 10-12, the victim is killed (but not until
after the Zealot has accessed the memory).
Gameplay: Where's the body? You need the body. Kovalchuk knows something, but he
won't tell. No time for games. You cast Anamnesis. You ask him where the body is.
He recoils. You see it. A clearing in the woods. A highway sign. A glimpse of the
mountains in the distance. Right. You know where he buried her corpse. Now. What do
you do with him?
4.1.8. Anchorite
Duration: 3
Range: 1
Target: Self
This spell summons a spindly, insect-like demon that obeys the caster's every
command. The entity, roughly two feet long, is not capable of attacking, but it can
defend itself by evading and dodging. It will perform simple tasks, as commanded by
the caster. It can spy on others, gathering information and reporting back to the
caster in its buzzing voice. It can also seize and deliver small objects such as
keys and wallets, or terrify unsuspecting humans (though, again, it has no combat
ability). These are the creature's stats:
Creature
Strength 1
Sense 1
Soul 1
Life 3
Gameplay: You have guns. You have bullets. You have grenades. But do you have the
element of surprise? You cast Anchorite. A twenty-inch wasp crawls up your leg. You
point to the guard tower on the other side of the minefield. The bug takes off.
Hopefully, when it gets back, it'll tell you how many shooters there are, and
whether they're expecting you. Either way, you've got to get in there. You load
your gun. You wait.
4.1.9. Annihilation
Duration: 2
Range: 3
Target: Angels, demons, half-breeds
This spell causes a massive worm-like creature to emerge from the earth beneath the
Zealot's feet. Connected to the caster by tendrils of purple flesh, the monster
vomits a spray of fluid at a single target (make a Magic check against the victim's
defend roll). If successful, damage is +1. Furthermore, on the victim's next defend
roll, subtract the highest die. This only applies to a single defend roll. This
effect is not cumulative.
Gameplay: The angel hauls itself up from the rubble. It walks towards you. It kicks
a pickup truck out of the way. You cast Annihilation. The sidewalk cracks. A
glimpse of pale green tissue. Violet tentacles spurt up out of its flesh. They
burrow into the flesh of your legs. It rises up out of the ground. You're being
lifted. You're thirty feet in the air. You're eye-to-eye with the angel. Ah, balls,
this is going to suck.
4.1.10. Anointment
Duration: 2
Range: 1
Target: Self
When this spell is cast, a bright column of burning fire erupts from the ground at
the caster's feet, and the pillar of fire follows the caster for the duration of
the spell. The fire, which is visible for miles around, is roughly twenty feet
tall. During the round in which the spell is cast, the caster receives a bonus of 2
dice when defending against any attacks. The following round, the caster gets an
extra 6 dice on his next action (if the caster performs more than one action, the
dice only apply to the first action, whether it's a skill, a spell, or an attack).
Gameplay: The sniper shoots. Another chunk of the fence is blasted away. You try to
flatten yourself into the sand. Another couple of shots and you're going to get
hit. The rest of the Cadre is on their way. Could be a while. You need to act now.
You cast Anointment. You are enveloped in flame. He shoots again. You're sprinting
towards his position. He sees you, fires again. It goes wild. You're climbing up
the hill. He panics, tries to run. You're on top of him, the Bowie knife in your
hand. He's going to tell you where the compound is. Could be he tells you before
you scalp him. Could be he tells you after. You put the blade against his forehead
and push.
4.1.11. Apophasis
Duration: 3
Range: 1
Target: Self
When this spell is cast, the Zealot is able to detect the presence of angels or
demons. For three rounds, the Zealot's eyes will glow with a pale blue light, and
he will be able to recognize humans that have been possessed. The afflicted persons
will appear deformed or grotesque. No one else will be able to see what the caster
sees. The demon or angel will immediately know that it has been detected, and will
respond accordingly.
Gameplay: The angel is somewhere in this crowd. Could be anywhere. It's taunting
with you. Eviscerated waitress in the bathroom. Bloody handprint in the hallway. It
knows you're looking. It's fucking with your mind. You cast Apophasis. Fifteen
seconds. You start elbowing your way through the crowd. Got to get to the
escalators. Need a vantage point. Need a grenade launcher.
4.1.12. Arcadia
Duration: 3
Range: 2
Target: Humans
This spell allows the caster to hypnotize a crowd of humans, pacifying them and
easing any tensions. Even if the crowd was rioting or fleeing, they will suddenly
become calm and reasonable, and will listen objectively to anything that the caster
has to say. The caster will appear to the crowd as an angelic figure, complete with
wings and halo; even nonbelievers will feel a sense of peace and harmony while
gazing up on the Zealot. After the spell is cast, the area may become a holy shrine
or a site of religious worship.
Gameplay: Lynch mob's not backing down. You can fire a shotgun into the air.
Sometimes, that sends them packing. Other times, it pushes them over the edge. Any
second, those flesh-eating demons are going to be here. It's a fucking buffet for
them. You need to clear these civilians out. You cast Arcadia. A glowing naked dude
with bird wings appears in the sky. The sheep kneel and start bawling. You tell
them to go home and pray. The naked dude speaks with your voice. They listen. They
leave. You rack the shotgun and tell Grendel to get ready. Demons should be here
soon.
4.1.13. Ascesis
Duration: 2
Range: 1
Target: Self/half-breeds
When this spell is cast, the Zealot's arms become grotesquely large and powerful,
so huge that she can walk upon them. In addition, serpents will erupt from the
flesh of her shoulders, and her strength and combat scores go up by 3 points.
However, she gets no bonus when defending. If she successfully attacks a half-breed
with her serpents, the victim will be unable to use magic for one round. The Zealot
will be incredibly powerful for the duration of the spell, and will be able to lift
and toss cars or boulders with ease.
Gameplay: Violet takes a round in the stomach. She goes down. You return fire. The
hit men take cover behind the SUV. Violet coughs up blood. She stands up. She
flexes her biceps. She casts Ascesis. Her arms ripple, swell. Her knuckles drag on
the concrete. She thuds over and uses one of her monster-hands to flip the SUV
over. One of the hit men sees her and urinates, soaking his pants. She punches him
with a three-foot-wide fist. She pushes his face out through the back of his head.
4.1.14. Aspersion
Duration: 1 hour/1 round
Range: 1
Target: Self/half-breeds
The Zealot will vomit up a great quantity of blood, which he will be able to mold
into a solid sphere. This sphere, which has the consistency of a large, rotten
tomato, will remain intact for one hour. The process costs the Zealot two points of
Life, and is extremely painful. When the Zealot tosses the sphere of congealed
blood, it erupts on impact, showering his ally with blood. The other half-breed
receives 4 points of Life, and receives a combat boost of 2 points. The effects are
temporary (1 round), but the 4-point Life boost can be used, even if the target's
Life is currently at 12; this means that the Life score can temporarily be raised
to 16. After that round, the Life score's maximum returns to 12 (and all unused
Life points are lost). The sphere cannot be used on the caster. The spell cannot be
used more than once on a single target (the results are not cumulative if multiple
spheres are used on one target).
Gameplay: Barrow pukes up a gutful of blood. He packs it into a ball and drops it
in his backpack. Insurance, he says. I look through the goggles. Nightvision green.
Bright green figures, moving. People. Soldiers with guns. This is insane. At least
twenty of them. Armed to the teeth. This is going to be one ugly fight. Good thing
I've got Barrow's blood-scrotum. Christ, this job sucks.
4.1.15. Baptism
Duration: 3
Range: 1
Target: Human
Gameplay: You look up. Hermida's shooting out the window, firing wild. You cast
Baptism. His face blurs, suddenly underwater. He starts choking. He starts
thrashing. He falls out the window. You walk over. You pick up his shotgun.
4.1.16. Benefice
Duration: 2
Range: 1
Target: Half-breeds
When this spell is cast, the target regains 2 points of Life. For the duration of
the spell, the target can reroll his lowest die when defending against attacks. In
addition, the target will be able to perform the Hardcore stunt at twice the normal
rate: for every point of Fury, the Zealot will get back 2 points of Life. This will
no longer be possible after the spell has elapsed, however. The target of the spell
is illuminated by a soft red glow that is visible for several hundred yards
(particularly in darkness). The spell cannot be cast on oneself.
Gameplay: The angel thrusts a spiked tentacle clear through Habit's leg. Blood
spurts. Habit screams. She flings herself off the catwalk. Falls twenty feet. You
run over. You shoot at the angel, which is climbing head-first down the wall,
singing hymns. You cast Benefice. Habit starts to glow. The hole in her leg starts
to scab up.
4.1.17. Canticle
Duration: 1
Range: 2
Target: Angels, demons
A deep humming sound emanates from the earth, a perfectly-pitched vibration that
causes agony to demons and angels. To cast the spell, the Zealot makes a Magic
check against the target's Sense check. If successful, the damage inflicted is
equal to the difference between the two scores. This can only be used on one enemy
at a time.
Gameplay: The angel screeches and tears the door off the armored car. You fling
yourself farther back, out of range of those teeth. You cast Canticle. To you, it
sounds like a vacuum cleaner. To the angel, it's the most horrifying sound in the
universe. Green fluid squirts from all four of its ears. It tumbles back into the
street.
4.1.18. Catafalque
Duration: special
Range: 1
Target: All
When this spell is cast, three rotting corpses emerge from the ground and attack
the caster's targets. These flesh-eating zombies attack without regard for their
own safety, but also have no interest in the caster's well-being; they'll ignore
her, regardless of how outnumbered or injured she may be. The zombies have but one
goal: to consume the flesh of the living. As a consequence, they'll also attack the
caster's allies, if they're within range. These slow-moving wretches are stupid and
relentless. They're immune to any magic that affects sensation or perception, and
they will continue to attack until they're destroyed. Any humans that they kill
will rise the following round as zombies. Any half-breeds that they kill will
remain dead. Zombie stats follow:
Zombie
Strength 4
Sense 1
Soul 1
Life 6
Gameplay: Maillot points at you. His men all pull out switchblades. "Motherfucker,
this ain't West Side Story," you say. You cast Catafalque. The first zombie rams
its head up out of the dirt and bites one of the shooters in the calf. The guy
screams and drops his gun. Maillot stares. He never even sees the one behind him.
It swats the top of his head clean off and buries its mouth in his brains. Not
enough for a decent meal there.
4.1.19. Catechism
Duration: 10
Range: 1
Target: Self
Casting this spell transforms the Zealot into the rotting carcass of a deformed
animal, be it a wolf, or a boar, or a massive insect. Upon transformation, the
Zealot can track humans as though he had the Hunting skill at 12. The Zealot can
also attack with claws or fangs, which inflict damage +2.
Gameplay: Kiselev and the girl could be anywhere. Could get the parking lot
security tapes, review the footage. No. Not enough time. You cast Catechism. A
woman drops her shopping bags on the sidewalk. A child screams. A hairy snout tears
its way through the cartilage of your nose. Teeth ram themselves through your gums.
You smell your own filth. You smell Kiselev's scent. You spray urine on the woman's
bags as you lope past her.
4.1.20. Celestine
Duration: 3
Range: 1
Target: Self
When this spell is cast, large wings erupt from the Zealot's shoulder blades. These
can be feathered bird wings, or insect wings, or bat wings. Regardless of
appearance, these permit the Zealot to fly up to 100 feet per round. Furthermore,
the caster can perform a dive-bomb attack, which adds two dice when attacking.
Gameplay: Plane's taking off. You briefly consider fighting your way through an FBI
cordon and then hijacking a military helicopter. You decide this is probably not a
great idea. You cast Celestine. Leathery bat wings tear out of your shoulder blades
and spread wide. You sprint down the runway. You draw your sword. You leap into the
air and you're airborne.
4.1.21. Cenotaph
Duration: 3
Range: 1
Target: Human (deceased)
The caster can analyze a corpse, determining cause and time of death. When the
spell is cast, the Zealot will be able to open the victim up using her fingertip as
a scalpel, peeling back the epidermis to gain access to internal tissues. During
the examination, the corpse floats up in the air, and the various organs are
separated from the body; they hover in place while the Zealot studies them. She can
feel the nature of the victim's injuries (blunt force trauma, strangulation, fire,
drowning, sharp force trauma, gunshot wound, supernatural weapon, angel tentacles,
and so on). She will be able to determine the exact time of the target's death, as
well as the relative height of the killer (taller/shorter than the victim). In
addition, she'll know whether the victim expected the attack or was caught by
surprise. When the spell is over, the victim and all of his internal organs will
collapse to the floor in a bloody heap. This spell can count as evidence for
Analysis. (Note to Director -- a random table for this spell can be found in the
Appendix at the end of the book.)
Gameplay: You're looking directly into his sinuses. His face appears to have been
torn off. But by what? An axe? An angel's claws? You cast Cenotaph and take a deep
breath. This is going to be nasty like a roadhouse toilet in July.
4.1.22. Censer
Duration: 2
Range: 2
Target: Half-breeds
This spell affects one ally. When the Zealot casts the spell on a fellow half-
breed, that individual will be able to wield firearms more precisely. When
attacking with a pistol, shotgun, machine gun, or other firearm, the target will
roll an extra die while attacking, and will be able to re-roll all 1s, 2s, and 3s.
Gameplay: The old lady grins, and a muscular grey arm thrusts itself out of her
mouth. Six fingers peel back her jaw, pushing her throat wide open. The angel steps
out as the disguise is torn to shreds. Pall reaches for her shotgun. You cast
Censer on her and you hope her aim is better than her attitude.
4.1.23. Cilice
Duration: 1
Range: 1
Target: Humans
A swarm of buzzing insects attacks the caster's human opponents. Meanwhile, the
caster's face is distorted: four-inch mandibles erupt from the skin on either side
of her mouth, and her eyes become multifaceted, like those of an insect. For every
point of damage that the swarm inflicts, the Zealot gets a point of Life (to a
maximum of 4). The maximum of 12 points of Life remains in place, however. When the
spell expires, the insects disperse.
Gameplay: You're bleeding out. Grenade took off one of your legs. Brigaud's
assassins are getting ready to open fire and finish you off. You cast Cilice. A
second later, a cloud of wasps hits them. Flail, scream, fall, writhe. They're no
longer a threat. You feel a throbbing ache in your leg. You look down. Pink meat
sliding over bright white bone. You'll be walking again in a couple seconds. You
pull out your steak knife. You told Brigaud you would take his scalp if he tried
anything. Can't go back on your word now.
4.1.24. Cleansing
Duration: 1
Range: 1
Target: Angels, demons
When the spell is cast, the Zealot vomits up a huge quantity of bloody mucus which
acts as an acid on the skin of angels or demons. The caster rolls a Magic attack
against the entity's Sense check, and the damage is equal to the difference between
the two scores.
Gameplay: The angel slithers up out of the sink, bubbles over the formica counter,
and congeals on the kitchen floor. A second later, it's striding towards you,
mandibles clacking. You cast Cleansing. It's just like all those wasted Friday
nights, only instead of puking up Jag and Beam, you're heaving up chunks of your
own stomach lining and torn esophagus. The angel screams. Sizzling flesh. Thick
smoke. Aftertaste of vomit. Nostalgia.
4.1.25. Communion
Duration: 1
Range: 1
Target: Self
The caster becomes one with the cosmos, and can glimpse the future. The Zealot can
view the possible outcome of current events, ten to thirty minutes into the future.
The vision is brief, lasting about five seconds, and consists of a series of still
images with very little connecting narrative. It's hard to make out faces, and
often the Zealot has little more than a jumbled impression of places and objects.
However, there's usually at least one specific clue that will lead the Cadre to a
new location or person. (Note to Director -- a random table for this spell can be
found in the Appendix at the end of the book.)
Gameplay: No leads. No ideas. No time. The Cadre turns to you. Great. Time to get
with the Zen. You cast Communion. You see a face. An old woman. Wait, right, the
one at the hospital, who was going into surgery. Now another image. She's got you
in a headlock and she's tearing the top of your ear off with her teeth. Okay. This
isn't fun anymore. Now another snapshot image. She's naked, and one of her arms is
about twelve feet long and dark red, and she's ramming it down Nettle's throat. You
snap out of it. Nettle asks you if you saw anything. You take the breath mints out
of your pocket and you hand them to her. "For later," you say. No time to explain.
Got to get to the hospital.
4.1.26. Confessor
Duration: 1
Range: 1
Target: Humans
This spell forces the target to immediately answer three yes-or-no questions
honestly. The victim can't move or escape, and is incapable of saying anything but
'yes' or 'no'. When the spell wears off, the victim may flee or attack, but while
the spell is in place, the Zealot is in control. To cast the spell, make a Magic
check against the victim's Sense check.
Gameplay: Cerborino starts to run. You pin him to the wall with Confessor. He grabs
at his throat, gagging and retching. Tries to get away. Can't. You ask a question.
"Is she dead?" He knows who you mean. "No." He says. Good. If she's still in play,
the angel's still after her. "Do you know where she is?" A cough, a wheeze. "Yes."
Good. You can beat the information out of him in a second. Now. "Do I have to break
your legs to get the info that I need?" A moment of silence. A strangled sigh.
"No." Ah. That's a shame.
4.1.27. Confirmation
Duration: 1
Range: 2
Target: Humans, half-breeds
This spell allows the Zealot to see the target's true nature. She can detect drug
use, alcoholism, homicidal thoughts, or the presence of supernatural entities like
demons or angels. All of this will be revealed in the form of shimmering images,
visible only to the caster, which hover behind the spell's target. The caster's
eyes will burn with a greenish fire while the spell is in effect, and nothing the
Zealot does will cover up the sickly light. (Note to Director -- a random table for
this spell can be found in the Appendix at the end of the book.)
Gameplay: He's being really helpful. In this town, that's aberrant behavior. Could
be a genuinely nice person. Could be an angel sizing you up. Wondering how you'll
taste. Better not to risk it. You cast Confirmation. Your eyes light up. His eyes
widen. You can see the surprise on his face. He's human. The images flash in the
air behind him, like photos in a book. He takes a few drinks at night, but nothing
supernatural in his background. Well, there's you. But other than that, nothing.
Now, how to explain what just happened...
4.1.28. Consecration
Duration: special
Range: 2
Target: Human
When this spell is cast, the Zealot's body is completely transformed, and he now
resembles his human target in every way. Even close family and friends will be
unable to tell the two apart physically. However, the Zealot will not possess the
target's speech patterns or education or memories or mannerisms, and this can
complicate things.
The transformation lasts until the target is dead. As long as the human target of
the spell remains alive, the Zealot will continue to look just like him.
Gameplay: You need to get into the biolab. You cast Consecration. Miller stares at
you. He must feel like he's looking into a mirror. So what do you do with him now?
4.1.29. Credendum
Duration: 2
Range: 1
Target: Humans
This spell creates an illusion that captures the interest of a large crowd.
Regardless of what the targets were doing, they will stop it and pay complete
attention to the illusion created by the Zealot. The illusion in question is a
public spectacle of a prurient nature; whether it's a public figure (such as a
mayor or celebrity) staggering drunkenly from a wrecked car, or a pair of
adulterous lovers caught in flagrante delicto, or a nude woman astride a horse,
it's something that no one in the crowd can ignore. Even those who aren't
interested in such things find the illusion to be completely irresistible. During
the two rounds in which the spell is active, almost anything can be done without
attracting attention. However, using magic, or engaging in any kind of violence,
will shatter the spell completely. When the spell ends, the illusion goes up in a
puff of smoke, leaving the crowd astounded and confused.
Gameplay: Mob's getting dangerous. How long before they go for the molotov
cocktails? You cast Credendum and treat them to a show of fireworks that form the
shape of sex organs overhead. What the hell, it seems to be working.
An angelic figure appears overhead, and all humans in range are suddenly incapable
of attacking. For the duration of the spell, the very pious and the very sinful may
find themselves on their knees, confessing their sins, their desires, and their
fears. If any human affected by this spell is attacked, it's possible that several
members of the crowd will turn on the attacker savagely. When the spell expires,
the crowd will disperse, some of them dazed or weeping openly. (Note to Director --
a random table for this spell can be found in the Appendix at the end of the book.)
Gameplay: The soldiers point their rifles at you. No time to explain. You cast
Cruce Signati and they all drop to their knees and begin to pray aloud. Nice.
4.1.31. Crucifer
Duration: 2
Range: 1
Target: Self
The Zealot's body is covered in bluish flame, and tentacles tear forth from his
face and palms. For the duration of the spell, his attacks will inflict a damage
bonus of 2, regardless of the weapon that is used. Furthermore, the caster will be
immune to the effects of naturally-occurring fire (though magical fire will inflict
damage as normal).
Gameplay: The room goes up in flames. Angel's still coming at you. You cast
Crucifer and tear into it with your tentacles.
4.1.32. De Profundis
Duration: 1
Range: 2
Target: Humans, half-breeds
This spell causes a swirling cloud of dust and debris to scour everyone in the
area. Any humans and half-breeds (except for the caster) will be blinded and
deafened by the vortex. It will be impossible to attack, and all targets will
suffer a penalty of 2 dice while defending. The caster will be able to move about
as usual.
Gameplay: The half-breeds surround you. The rest of your Cadre's still tied up in
that fight on the rooftop. You cast De Profundis and head for the fire escape.
4.1.33. Destruction
Duration: 1
Range: 1
Target: Self
The Zealot will be able to tear through solid (non-organic) matter as though it
were made of cardboard or dough. She will be able to rip through bank vaults, push
through brick walls, or chop cars in half with her bare hands. The spell doesn't
change the caster's strength, so this will have no effect on her combat ability or
the amount of weight that she can lift. In effect, a car would still weigh the
same, but the substance would be like clay in her hands. This spell has no effect
on organic matter, or the divine/infernal matter of angels or demons.
Gameplay: The bank vault is locked. But that's never stopped you before. You cast
Destruction and start to push your way through the steel.
4.1.34. Devastation
Duration: 1
Range: 3
Target: Humans
This spell summons a monstrous entity from underground. This demonic creature is
only visible as a series of tentacles that erupt from the ground, tearing through
earth, metal, and concrete to strike at their targets. The tentacles are coated
with a thick, foul-smelling ooze. This substance eats through armor, but has no
effect on organic tissue. Once the tentacles have wiped themselves on the target,
they retreat into the ground. The Zealot can target up to three people with a
single attack, each of whom must defend against the player's roll. The Zealot makes
a Magic check, and each defender rolls a number of dice equal to his armor score.
If the player is successful, the difference is subtracted from the armor score.
Gameplay: Fucktastic. Now they're tossing grenades at you. You cast Devastation,
and massive gooey tentacles rip out of the ground. They shred the mercenaries'
armor, leaving them exposed. You open fire.
4.1.35. Dolmen
Duration: 3
Range: 1
Target: Self
When this spell is cast, the Zealot is able to turn invisible. The spell affects
humans and half-breeds, but not demons or angels (who will be able to see the
Zealot quite clearly). To the affected parties, the Zealot just vanishes without a
trace. When the Zealot reappears, his visage will be distorted in so horrific a
manner that any human who sees him will need to make a Soul check against the
caster's Magic check or be stunned (automatically losing initiative and going last
in case of combat). This process is quite painful to the caster, and the distortion
costs 1 point of Life. Half-breeds are not affected by the reappearance (though
they are, as noted previously, affected by the spell itself, and will not be able
to see the caster without the use of magic).
Gameplay: Got to get past these security guards. Got to convince the bank manager
to open the vault. You cast Dolmen and zip right past the guards. Then you're in
the manager's office. When the spell wears off, and he sees you, he gives this
high-pitched screech. Totally worth the migraine.
4.1.36. Encolpion
Duration: 6
Range: 1
Target: Humans
This spell causes a small object in the caster's hand to appear to be the most
precious thing in the world (or a way to attain it). The affected human won't see a
rusty nail -- he'll see the key to a safety-deposit box containing a long-sought
heirloom, or an envelope that contains a new version of his father's will, or the
phone number of a woman he loves from afar. Whatever it is that the person wants
most will be found in the hand of the Zealot. However, to the Zealot, it will just
be a paper clip (or a stick of gum, or a thimble, or whatever). The Zealot may be
able to figure out what the victim thinks it is, but there is no guarantee that
this will be the case. To cast the spell, make a Magic check against the victim's
Soul check. Failure means that nothing has happened, but the victim will suspect
some kind of scam, and may
become violent. When the spell ends, the trinket will be visible for whatever it
truly is (with potentially explosive results).
Gameplay: You need access to the crime scene. You approach the detective and hand
him a jellybean. Then you cast Encolpion. His eyes widen as he stares down at it.
"My God," he says, reaching for it. Question is, what does he see?
4.1.37. Epiphany
Duration: 3
Range: 3
Target: Self
Two wooden doors, complete with frames and brass knobs, appear at two different
places (both of which must be visible to the caster, with a maximum range of 3). To
anyone else, they're just randomly placed doors, but the caster will be able to
pass between
them. For the duration of the spell, the caster will be able to pop back and forth
(once per round), after which he'll be able to take a single action (cast another
spell, execute an attack). However, the Zealot will still be subject to regular
attacks if he's on one side or the other -- if he jumps through a door and attacks,
his enemy will be able to retaliate (unless the Zealot gets initiative and jumps
back through, in which case the enemy might still be able to make a ranged attack).
When the spell expires, the doors collapse into splinters.
Gameplay: Out of ammo. Some guns on that rooftop, though. You cast Epiphany and
step through the door. Now up on the rooftop, you step over the dead half-breeds
and pick up a sniper rifle. Time to do some shooting.
4.1.38. Ex Cathedra
Duration: 1
Range: 1
Target: Self
The caster's skin darkens and becomes rough and scaly, and two saw blades of ragged
metal appear in her hands. Her face becomes demonic and bestial, and her eyes turn
jet-black. Though wracked by great pain, the Zealot can channel this agony into
combat ability. For each point of Life that she sacrifices, she can roll an extra
die when attacking with her blades (which inflict a damage bonus of +1).
Gameplay: Need to take this angel down once and for all. You cast Ex Cathedra, and
your body distorts as you feel the power surging through your limbs. Question is,
how badly will you need to hurt yourself in order to take this thing down?
A brilliant light emanates from the Zealot's eyes, which causes blindness in humans
who are exposed to it (unless they successfully make a Sense check against the
caster's Magic check). If blinded, they suffer the usual penalties (minus 2 dice,
as noted in Chapter 5). The Zealot is able to see in complete darkness, and can
also see in the infrared spectrum. While this will not help him see invisible
entities, it will allow him to see everything in extremely high detail.
Gameplay: Mine shaft is pitch black. You cast Fiat Lux and scan it for hostiles.
There, blinded and confused, a bunch of mercenaries wearing nightvision goggles.
The light from your eyes has them disoriented. Easy prey.
4.1.40. Fortitude
Duration: 2
Range: 1
Target: Self
When this spell is cast, ram's horns curl from the caster's brow, and his eyes
become slitted like those of a reptile. Claws sprout from his fingertips, and his
mouth is crowded with fangs. While the spell is active, the Zealot will be able to
withstand more punishment than usual; all damage will be halved (and rounded down,
meaning that damage of 1 will count as 0.5, rounded down to 0, inflicting no harm).
Gameplay: The angel gets ready to tear into you one more time. You cast Fortitude
and brace yourself for impact. This job sucks.
4.1.41. Genuflection
Duration: 3
Range: 1
Target: Self
This spell causes a rubbery maroon tentacle to grow from the Zealot's mouth, and
hideous fanged maws
to grow in the caster's palms. A successful bite or tentacle attack means that the
caster has inflicted a point of damage (and no more) to the enemy. The enemy will
now have a very difficult time attacking the caster. Any attempt to do so will
result in a penalty of 2 dice on each attack. This penalty is cumulative; should
the Zealot hit someone three times, then the opponent will have a -6 to attack
against the caster (remember, the minimum for any roll is always 1 die).
Gameplay: Got to find a way to keep this skell from killing you while you wait for
the Sorcerer to get here. You cast Genuflection and lash him with your tongue-
tentacle. A couple more of those, and he won't be able to do much damage at all.
4.1.42. Immersion
Duration: 4
Range: 1
Target: Self
The Zealot's flesh becomes liquid, and she drips out of her clothing and armor onto
the floor. She is now able to slide under doorways, through cracks and
pipes, and between spaces in brick walls. If she enters another body of liquid, she
will be able to maintain cohesion without being dispersed. However, if the spell
expires while she is still inside a solid object, she will have to make a Strength
check against difficulty 13, or take damage (equal to the difference between the
two numbers).
Gameplay: Need to get into the compound without alerting the guards at the towers.
You cast Immersion and slide into the river. Now, what the hell are you going to do
about clothes?
4.1.43. Imposition
Duration: 3
Range: 1
Target: 1
This spell causes the caster to grow massive bat wings, tentacles, and claws.
Though flight is limited,
the Zealot will be able to leap long distances (60 feet) with relative ease. The
caster's combat ability will be improved drastically, at the expense of her
defensive capabilities. When attacking, roll twice the number of dice, but when
defending, roll a single die (maximum, regardless of description, Drive, or other
factors that would ordinarily be taken into consideration).
Gameplay: Need to get to the other skyscraper. You cast Imposition and hurl
yourself off the roof. Flying through the air, divebombing the enemy -- does it get
any better than this?
4.1.44. Intinction
Duration: 2
Range: 1
Target: Self
The caster reeks of blood, and thin red rivulets of blood are visible in the air
behind her, as though she were bleeding in water. Her eyes and lips also turn
maroon. For the next two rounds, she can perform any skill at level 10 -- even
skills that she doesn't know. However, the smell of Zealot blood tends to attract
angels...
Gameplay: Your Investigator's still outside the facility, and you need to get into
that network. You cast Intinction, and suddenly, you're a brilliant computer
hacker. So, why are you so nervous all of a sudden?
4.1.45. Invocation
Duration: 3
Range: 3
Target: Self
One of the caster's arms becomes incredibly large, and covered with ridges and
spikes of black bone. The hand is so large that it rests comfortably on the ground,
permitting the Zealot to lean against it. The
other arm is welded into a biomechanical rifle that fires explosive rounds. The
recoil is so severe that the Zealot must use the giant arm to remain standing. When
attacking with the biomech gun, the Zealot rolls an extra two dice, and the weapon
has a damage bonus of 3. However, the arm is so heavy that the caster has
difficulty dodging attacks, and so suffers a penalty of 3 dice when defending.
Gameplay: You ran out of ammo, and they've got you pinned down. Time to even the
odds. You cast Invocation and open fire with your biomech rifle.
4.1.46. Judgment
Duration: 2
Range: 1
Target: All
This spell causes all plant matter in the area to grow rapidly, forming a creature
that fights to defend the caster. The plant-demon will grow by 1 point of Strength
and 3 points of Life each round until it has reached its final stage. After two
rounds, it will no longer fight to defend the caster, and will instead try to kill
every living entity it detects.
The creature takes double damage from any fire-based attack.It limbs may end in
sharpened spikes of wood, or massive Venus Flytrap jaws, or brightly-colored
blossoms that dust their victims with toxic spores.
From time to time, Zealots may encounter a rogue plant-demon wandering in the
wilderness...
Round one
Strength 3
Sense 1
Soul 1
Life 6
Round two
Strength 4
Sense 1
Soul 1
Life 9
Final stage
Strength 15
Sense 1
Soul 1
Life 42
4.1.47. Kenosis
Duration: 4
Range: 1
Target: 1
When this spell is cast on a corpse, the Zealot can observe the last moments of the
deceased's life. A numinous ghost appears, and re-enacts the last seconds, whether
they were spent nodding off in a wheelchair or flying through the air after being
struck by a car. The Zealot will not be able to see much of the world around the
dead person; a glimpse of shadowy figures may indicate that there were other people
in the room when he died, but their faces won't be visible. However, the Zealot
should be able to piece together how the departed met his end (weapons, a mauling,
a heart attack or other medical condition). There may be other pertinent
information conveyed in the vision that could help with the investigation
(Director's discretion).
Gameplay: Got to figure out what killed this man. Maybe there's a way. You cast
Kenosis on his dead body. His ghost is talking on a cell phone. Now his ghost is
being lifted into the air and torn in half. Okay, time to go pick up some bigger
weapons. Like a daisy cutter.
4.1.48. Lectisternium
Duration: 10
Range: 1
Target: Self
The caster takes on the appearance of a dead person. While in the guise of the
deceased, the Zealot will be able to persuade anyone, even close relatives, that he
is the spirit of the departed, come back to haunt them (or bless them, or watch
over them). In addition, the Zealot will be able to detect an aura around each
person he meets, which will tell him how the person felt/feels about the deceased.
For example: grey indicates neutrality, green indicates love, blue indicates pity,
red indicates anger, and black indicates that the person murdered the deceased (or
wanted to). This spell requires that the Zealot knows what the dead person looked
like in life. If the caster uses any other magic or tries to attack anyone, the
spell will be broken.
Gameplay: Before you can get mixed up in this situation, you need to know who did
what to whom. Right now, all you've got is a dead body and a whole lot of suspects.
You cast Lectisternium on yourself and assume the shape of the deceased. Time for
them to pay their respects all over again.
4.1.49. Lustration
Duration: 1
Range: 2
Target: Half-breeds
When this spell is cast, the target (who must be
someone other than the caster) will regain 6 points of Life. In addition, all
poisons and toxins will be removed, and any damaged attributes (such as Sense) will
be restored. However, an ordinary human not far from the Cadre will suddenly lose 6
points of Life. The Zealots may never find out who this person was, but the chances
are good that the damage will prove fatal.
Gameplay: Haven is down. She's spitting up blood. Got a rib sticking out of her
side. Not a good sign. You cast Lustration. It's a bitch, it really is. Somewhere
out there, someone's probably going to die. But you need Haven alive to complete
the mission, and a lot of innocent people are counting on you. Someone has to make
the call, and you're making it. Hell with it.
4.1.50. Monstrance
Duration: 2
Range: 1
Target: Humans
The caster's touch causes ordinary humans to become unconscious when this spell is
cast. The Zealot's arms and hands become thick grey
tentacles, ridged with spikes of bone. If the caster attacks with these ridges,
they inflict damage +2. Or, the caster can instead caress her enemy with the oily
residue at the tip, which can cause the victim to keel over, unconscious. To resist
the effects, the opponent must make a Strength check against the caster's Magic
check. The victim will regain consciousness after 5 to 10 minutes.
Gameplay: Security guard goes for his gun. Don't want to hurt him. But you need to
access those files. You cast Monstrance. Your fingers weld together, moisten, start
to drip. Tentacles, sliding around his wrist. He falls over, unconscious. Now, time
to move before the others get here.
4.1.51. Nuncio
Duration: 2
Range: 3
Target: Self/Humans
When this spell is cast, the Zealot suddenly takes the form of a horrific monster.
His voice and appearance instill terror in crowds, and cause large groups of people
to either flee or obey him (if he presents demands). The caster must make a Magic
check against difficulty 10; if successful, the crowd is his to command. Though
terrified, they won't do anything blatantly illegal or immoral (such as killing
someone in their midst or attacking officers of the law). However, they can be
coerced into doing things that appear to be in their own self-interest (fleeing a
dangerous situation, evacuating town, handing over all weapons).
Gameplay: Angry mob with pitchforks. What is this, Curse of the Werewolf? You cast
Nuncio. They recoil in horror, genuflect, drop their farm implements and scatter.
Good enough.
4.1.52. Ordination
Duration: 2
Range: 2/3
Target: Self
The caster's forearms and hands become two massive firearms. The left hand fires a
single armor-piercing round, which gives the caster a +2 damage bonus (range of 3).
The right hand fires a barrage of flechettes, which offer 2 extra dice when
attacking (range of 1). In exchange for 4 points of life, the Zealot can attack
with both weapons in a single round. However, the Zealot won't be able to swap
these actions for something else -- for example, he can't perform two stunts, or
cast two spells, instead. He either fires both weapons, or takes a regular action.
Until the spell wears off (or is cancelled), the Zealot won't be able to open doors
or pick up objects.
Gameplay: Outnumbered. Surrounded. Unarmed. Your kind of odds. You cast Ordination.
Your hands glint like steel as they morph into some serious ordnance. You start
shooting. They start dying.
4.1.53. Obeisance
Duration: 1
Range: 3
Target: Human
When this spell is cast, the Zealot is able to steal a specific memory from a human
target. If the Zealot's Magic check is higher than the target's Soul check, then
the caster has successfully (and permanently) transferred that specific memory into
his own mind. The victim will be unable to remember that event, no matter how hard
he tries. However, the caster will also take another memory from the victim. This
memory will be of a wonderful and joyous event (a wedding day, or the birth of a
child), or of something horrid and dreadful that fills the victim with sadness or
rage (a traumatic event, a memory of abuse). A roll of a d12 (odd or even) can
determine whether this other memory is a good one or a bad one. But again, the
memory theft is permanent.
Gameplay: Anzimani won't give it up in public like this. But you've got to know
where he hid the corpse. More people will die if this isn't resolved soon. Anzimani
keeps eating his dinner with that smirk. The waiter's talking to a couple of cops.
Damn, that was fast. This is going to suck. But you cast Obeisance on Anzimani. You
see through his eyes. He threw her body into the river, weighted down with stones.
And you see his tenth birthday party. The last day Anzimani ever spent with his
father. You feel sick. He's staring at you, fork frozen just in front of his mouth.
He knows that something wrong. He looks down at his plate. He knows. He knows you
did something terrible. But that's the job. That's the fucking job.
4.1.54. Paraclete
Duration: 3
Range: 1
Target: Humans, half-breeds
When this spell is cast on an ally, the target is surrounded by a sphere of glowing
green light. No angel or demon can enter the sphere, and attempts to attack the
target are repulsed by the field (even with distance weapons). In addition, the
target receives a degree of protection from all physical attacks; when defending,
the target rolls an extra 2 dice. This spell cannot be cast on oneself. It is
possible for a demon or angel to indirectly harm the target (by toppling a building
that lands on the sphere). In this case, the victim would still receive the 2 extra
dice when trying to escape the falling debris.
Gameplay: The angel flips the van over and strides towards you. It talks. Its voice
sounds like a jackhammer at the base of your skull. You and Kestrel are completely
fucked. Only one chance. You cast Paraclete on Kestrel, and then you turn around
and start running.
4.1.55. Penance
Duration: 2
Range: 1
Target: Demons, angels, half-breeds, humans
This spell causes a blast of fire to emanate from the caster's hand or mouth. If
the caster makes a successful Magic check against the target's Sense check, the
target takes damage equal to the difference between the two scores. If the Zealot
wants to sacrifice 6 points of Life, the damage will be doubled; but this decision
must be made before the dice are rolled. If the attack is a failure, the 6 points
are lost regardless. However, the Zealot can use the Second Chance stunt at this
point, and if successful, then the damage is still doubled. As usual, Second Chance
can
only be used once per action.
Gameplay: Angel comes slithering up out of Greenwalt's corpse. Twenty feet, still
rising. This one's going to be some work. Kestrel's on the next rooftop, taking aim
with a sniper rifle. You need to keep the thing here, buy some time. You cast
Penance and breathe a massive cone of blazing orange fire, scorching its tentacles.
Mmm, Lord, smell that bar-be-CUE. Nothing like a summertime cookout.
4.1.56. Penitence
Duration: special
Range: 3
Target: Any
When this spell is cast, the Zealot and her target are transported to a dark corner
of Qo'Crast, a hellish
nether-realm. In Qo'Crast, the sky is a vast sheet of pink flesh whose suppurating
orifices drip fluids down upon vast fields of severed heads that scream eternally.
In the distance, vast and terrible windmills made of dried skin turn slowly,
serving some unknowable function. Along roads paved with the skulls of aborted
infants, swarms of bloody teeth bounce in unison, seeking fresh meat. Here, the
Zealot and her target must fight to the death. As this place is infernal, the angel
is weakened, and loses 1 die on all subsequent actions. The spell does not end
until one of them is dead.
Gameplay: The rest of the team is still dealing with the Gressil angel. This one,
whatever it is, is all you. But it keeps killing civilians. That's starting to get
on your God damn nerves. You cast Penitence, and suddenly both you and the angel
are standing on a wind-blasted promontory of black stone, looking down upon an
orchard of screaming cherubs nailed to inverted crosses. The angel turns to look at
you with something like accusation in its eyes. Man up, motherfucker. You gots to
die.
4.1.57. Perdition
Duration: 2
Range: 3
Target: Angels, demons, half-breeds
When this spell is cast, the Zealot's hand is transformed into a monstrous claw,
and she can vomit up a huge quantity of black bile. If she lands a hit with her
claw, she absorbs 1-6 points of Fury, Grace, or Wrath from her target (which are
added to her Fury pool). Instead of inflicting damage, the difference between her
attack roll and her target's defend roll will determine the number of Fury points
that she gains (up to a maximum of six points per hit). If she instead chooses to
vomit on her prey (Magic check against soul check), she absorbs 1 point of Soul,
which translates into 4 points of Life for the caster.
This is cumulative, and can be performed twice (once each round), resulting in -2
Soul for her target and +8 Life for herself. However, each time she vomits, there's
a 1 in 12 chance that the spell will backfire. In this case, the vomit has no
effect, and the Zealot is temporarily transformed into a hideous tentacled
monstrosity that bears no resemblance to a human. Her stats remain unchanged, and
she can still use magic, but driving a car is pretty much out of the question. So
is going out in public without inciting a riot. This lasts for 30 minutes to 6
hours (d12 x 30 minutes).
Gameplay: The half-breeds have the drop on you. Packing submachine guns. Got to
even the odds a bit. You cast Perdition and start puking up some scorching black
mucus.
4.1.58. Procession
Duration: 3
Range: 3
Target: Self/Humans, half-breeds
This spell allows the Zealot to wield telekinetic energy. The caster can pick up
objects up to 500 pounds, and can move them at a rate of 100 feet per round. In
addition, the caster can use inanimate objects as weapons, or pick up and hurl
humans and half-
breeds. In either case, the caster rolls a Magic check against the victim's defend
roll. Damage is +2.
Gameplay: He's making a break for the car. Too far away to reach him with your lead
pipe. You cast Procession, pick up a mailbox, and toss it through his windshield,
crushing the steering wheel. Then you start walking towards him. Slowly. No rush.
Not anymore.
4.1.59. Purification
Duration: 2
Range: 1
Target: Self/Humans
When this spell is cast, the Zealot rips off his clothing and skin, revealing a
demonic countenance beneath. The Zealot gets a bonus of +2 to damage on any
successful attack with claws or fangs. In addition, the caster has the ability to
attack large groups
of humans with a spray of venom from glands in the crest of bone above his head.
This spray affects up to 10 humans, each of whom must make a Strength check against
difficulty 9 or lose a point of Strength. If they reach 0 Strength, they lose
consciousness. When the spell ends, the caster must be able to step back into his
skin. If the skin is missing or damaged, then when the spell ends, the Zealot will
have returned to his normal shape, but with several serious injuries. In this case,
he will lose half his current Life (round halves up).
Gameplay: Cops, all over you. They think you're the assassin. Probably got Secret
Service on the way. Need to sort this out quick. You cast Purification and spray
the venom from your glands (is it Friday night already?). They start keeling over,
unconscious. The ones who don't pass out stare at you, open mouthed. What's their
problem...? Oh, right. You look like a demon.
4.1.60. Reconciliation
Duration: 4
Range: infinite
Target: Cadre
This spell allows all the Zealots in a Cadre to communicate with each other
telepathically. No matter how far apart they are, they will be able to exchange
thoughts instantly, without detection.
4.1.61. Rectorate
Duration: 6
Range: 1
Target: Self
When this spell is cast, the Zealot can enter a higher state of consciousness. The
world becomes a swirling watercolor, and everything fades to shades of grey, except
for one person -- the caster's target (which must be a human or a half-breed). This
individual is bright green, and is visible for miles. While in this state, the
caster becomes ethereal, silent, and invisible, so it's not possible to communicate
with the other Zealots (unless Reconciliation is used). The caster can move at a
normal rate of speed in this shadowy realm, but must proceed on foot. The exact
location of the target cannot be easily determined until visual contact has been
made, due to the swirling nature of the shadow world. While in this realm, the
Zealot may inadvertently attract the attention of angels.
Gameplay: Got to find Edelstein. You cast Rectorate and the world fades out. Off in
the distance, Edelstein. You start running. You're almost there when the winged
shadow falls upon you. You look up. Angel. Dammit.
4.1.62. Sacrifice
Duration: 4
Range: 2
Target: Humans
Her appearance disfigured by spikes of bone, horns curling from her forehead, and
long black talons, the caster is able to control ordinary humans and bend them to
her will. Though they will not harm themselves or others, her victims will obey
simple tasks without question. The caster must make a Magic check against each
victim's Soul check. Up to 12 people can be affected at one time. When the spell
wears
off, it's probable that the victims will realize what has happened, and may react
violently. The same is true for those who were not affected by the spell.
Gameplay: The factory workers are all staring at you. You cast Sacrifice and order
them to shut the blast door, sealing you in. They do it. Then you order them to
leave. They do it. You turn around. The angel is dragging its smoking carcass out
of the flames. Time to finish the job.
4.1.63. Sacrist
Duration: 1
Range: 1
Target: Human
When this spell is cast, the caster will be able to hypnotize a single human
target. If the victim fails a Sense check against the Zealot's Magic check, then
the caster will have implanted a suggestion in the victim's mind. The suggestion
can't contradict reality as the victim knows it, but the Zealot can nudge the
target in the right direction. For example, if the victim saw the Cadre fighting an
angel, the use of Sacrist could persuade the target that it was all just a bit of
performance art; if the target saw a victim of angelic possession, the Zealot could
persuade him that the person he saw is mentally deranged, and was having a public
breakdown. There is a 1 in 12 chance that the use of this spell will inadvertently
kill the target.
Gameplay: The reporter's staring at you. Camera's still rolling. You don't need
this. You cast Sacrist and say that you're a federal agent. You demand the camera.
He gives you the camera. You smash it on the ground. He whimpers. Fourth Estate's
not what it used to be.
4.1.64. Sanctuary
Duration: 12
Range: 1
Target: Self
While this spell is in use, the Zealot is immune to the blessings of angels. He can
still be attacked physically, and can also respond in kind. But Benisons will have
no effect at all.
Gameplay: The angel is facing the other way. It doesn't see you yet. Last time you
tangled with one of these motherfuckers, it said something to you. You don't know
what. But it didn't go very well. This time around, you're not taking any chances.
You cast Sanctuary on yourself. Now, it can say whatever the hell it wants. You're
covered. You resist the urge to tap it on its shoulder. Instead, you put the AK-47
to your shoulder and you start shooting.
4.1.65. Shrive
Duration: 1
Range: 2
Target: Humans
By draining points of Soul from a group of people, the caster can regenerate up to
6 points of Fury. The Zealot casts the spell on a group of 1-12 people, each of
whom must make a Strength check against the caster's Magic check. Each one who
fails loses a point of Soul. For each 3 points of Soul, the Zealot gets a point of
Fury (round up). As always, the maximum Fury is 12. Should any of the victims' Soul
scores drop to 0, the victim will enter a catatonic state for a period of 1-3 days.
Sometimes, the catatonia is permanent. Each time that the spell is used, there's a
chance that the Zealot will be temporarily deformed. Tentacles, extra limbs, or
hideous pseudopods will erupt from all over his body, transforming him into a
freakish entity for 1 hour. Roll a d12; a score of 3 or lower means that the Zealot
has been transformed.
4.1.66. Sigillum
Duration: 1
Range: 1
Target: Self/angels, demons
The Zealot's face and limbs are distorted and deformed: fangs, claws, and spines.
Once per round, he can fire a blast of energy at an angel or a demon. If he hits,
the attack does no damage, but subsequent attacks by Zealots in the Cadre will be
at +1. Furthermore, the effect is cumulative, so if the Zealot casts the spell four
times and hits the angel
four different times with an energy blast, then other Zealots in the Cadre will
attack at a +4. Each energy blast costs the caster 3 points of Life.
Gameplay: You've only got one shot at this. Need to take the angel down, and fast.
Since you've never been much of a warrior, you cast Sigillum. Next to you, you can
feel Barrow taking aim; now, she's just a little bit faster, a little bit more
accurate. Same with Warhead and Blue. Good to be part of a team. You turn your head
and spit up some blood. No big deal. Part of the job.
4.1.67. Synod
Duration: 6
Range: 1
Target: Self/Humans
When this spell is cast, any human who sees the Zealot will perceive her to be an
authority figure, whether political, religious, or military. They'll obey orders
and react as they ordinarily would, unless the caster does something to arouse
suspicion. However, the caster won't know who she's supposed to be until someone
tells her. To make matters worse, each victim of the spell will see the Zealot as
someone different.
Gameplay: These federal agents are going to be a problem. One of them's going for
his radio, but the other seems to be going for his gun. No time. You cast Synod and
you start giving orders. A second later, they're all following your lead as you
kick down the doors of the church and walk inside. Blood everywhere. Great. Must be
Monday morning.
4.1.68. Thurification
Duration: 3
Range: 1
Target: All
This spell causes the caster's tongue to protrude from his mouth and attack his
enemies. For the duration of the spell, the caster's initiative is improved by 6,
and when he attacks with his tongue, he gets two extra dice and inflicts damage +2.
Gameplay: The detonator is on the floor. You want it. Krohne wants it. For a split-
second, nothing happens. But you can't let him get to it first. You cast
Thurification, and you speed across the room and snatch it up before he can even
move. Then you lash him across the face with your tongue. Just to let him know who
he was fucking with.
4.1.69. Transubstantiation
Duration: 1
Range: infinite
Target: Special
This spell resurrects dead heroes. Through Transubstantiation, the Cadre can bring
fallen Zealots (or other half-breeds) back to life. This spell requires the caster
to eat the still-beating heart of an Ophan. Each member of the Cadre must sacrifice
one spell permanently (it's erased from the character sheet). The Cadre must then
travel to the black shores of Heaven and stand atop Calvariae Locus. Once there,
they must perform the ritual of the Cicatrix. No Cadre has ever survived the
ritual.
Gameplay: You can't believe it. Kestrel's dead. He tore the angel to pieces with
his bare hands, and he told you about his dead wife, and then he was gone. Well,
fuck that. You're not ready to bury another friend. You and the other Zealots make
a pact; first chance you get, you're going to bring him back. It's stupid, and it's
crazy, but there's a way to do it: Transubstantiation. The only thing is, you're
not sure where to find an Ophan's heart. As a general rule, they're not organ
donors. Still, if Mohammed will not come to the mountain...
4.1.70. Viaticum
Duration: 2
Range: 1
Target: Self
This spell causes the caster's arms to elongate into rubbery pseudopods lined with
large black claws. The claws drip with a thick mucus that smells of rotting fish.
For the duration of the spell, the Zealot's combat score is raised to 8, and any
damage inflicted with the claws is +1.
Gameplay: The angel slashes you with a tentacle. Time to return the favor. You cast
Viaticum and your arms transform into slimy tentacles. When in Rome...
4.1.71. Vigil
Duration: 3
Range: 3
Target: Humans
When this spell is cast, the Zealot can see through the eyes of a person in his
line of sight. Each round thereafter, the caster can 'jump' into another target,
for a total of three victims. In this way, the Zealot can see around corners and
down alleyways that would ordinarily be out of sight. The Zealot cannot control the
person; it's like watching a live video feed, but the spellcaster isn't holding the
camera.
Gameplay: Angel's got to be around here somewhere. You see someone down the street,
running like crazy. You cast Vigil on him. He's now looking at you. Weird. But he
looks over his shoulder. Cloud of smoke, more people running, a female cop with a
gun pushing against the crowd. You skip into her. Now you're looking through her
eyes. Something crawling out of the wreckage of the cargo truck. Something huge.
You snap back into your body and radio the rest of the Cadre. Time to break out the
rocket-propelled grenade launcher. Yay.
4.1.72. Votive
Duration: 3
Range: 1
Target: Self
This spell causes a hard chitinous material to erupt from the caster's skin,
covering her completely. The shell acts as armor with a rating of 8, and
regenerates 2 points per round if it takes damage. If the armor takes 4 points of
damage in the first round, then the caster will start the second round with an
armor rating of 6 (8-4+2).
Gameplay: The angel lumbers towards you, spraying putrid fluids from its cybernetic
appendages. You've never seen one like this before. Best not to take any chances.
You cast Votive and the armor tears through your flesh, covering you in chitin.
Time to see what this thing wants. Probably violence. That's okay.
Anathemas are only available to Sorcerers. These spells are used to cast Acronicals
(Shadow angels) out of their victims. This form of exorcism is the only way to
safely remove the Shadow angel from a victim of possession.
Imprecations are extremely powerful spells that are only effective against the
Ophanim. There are three types of Imprecations: Blasphemies, Desecrations, and
Maledictions.
Blasphemies are powerful spells that can only be wielded by Fighters. The Blasphemy
can only be used in the presence of an Ophan.
Desecrations can only be wielded by Investigators. These powerful spells can only
be used in the presence of an Ophan.
During the first round, the player announces that he is going to cast an
Imprecation against the Ophan. Gameplay (presumably combat) proceeds as normal, but
the Zealot suffers a penalty of 1 die on all actions, due to the physical strain.
During the second round, the discomfort has become agony, and the Zealot suffers a
penalty of 2 dice on all actions.
During the third round, the Zealot can cast the Imprecation.
When the Imprecation is cast, the Zealot must roll a single die. If you roll under
your current maximum Life, you're fine. If your roll is equal to or greater than
your maximum Life, you lose a point of Life permanently. If you have a maximum Life
score of 12, and you roll and 11 or less, you're fine, but if you roll a 12, you
lose a point of Life, and your maximum score is now 11. Thereafter, if you roll a
10 or lower when casting an Imprecation, you're fine, but if you roll an 11 or 12,
you lose another point of Life permanently (lowering your maximum to 10).
It is said that receiving the blessing of an Erelim can restore this lost point of
Life, but no one knows how this can be accomplished, because no one is certain
what, precisely, an Erelim is...
4.2. Anathemas
The Sorcerer has access to Anathemas, which are Imprecations that allow a Zealot to
cast an angel out of the skell that it has possessed. There are seven Anathemas,
each with its advantages and risks, and each results in the casting out of Shadow
angels. These spells are not useful against Judges or Weavers, since they don't
possess their victims.
These spells require the caster to physically touch or strike the angel before the
spell can be cast. During gameplay, the Zealot must first roll to hit, then inflict
damage; the spell then takes effect immediately.
Because many angels are physically powerful, attempting to get in close can be
extremely risky. It is recommended that the Sorcerer work with the other members of
the Cadre to wear down an angel prior to attacking with an Anathema.
An angel can inflict harm to the Cadre through its supernatural powers and
strength, but because the Zealots have crossed the White Line, they are immune to
possession, and can never be taken over by an angel.
4.2.1. Alastor
Duration: 1
Range: 1
Target: Angels, demons
This spell causes the possessing angel to tear its way out of the victim, spraying
blood and gore everywhere. The process is an agonizing one, but not necessarily
fatal, as the victim's body begins to stitch itself back together fairly quickly.
The exorcism is
incredibly fast, so just as the Zealots are getting ready to attack, the angel
lunges (and as a consequence, all parties must roll initiative after the exorcism).
The spell is fatal for 1 out of 12 victims of possession. To cast this spell, make
physical contact with the skell and make a Magic check against difficulty 10.
4.2.2. Asmodeus
Duration: 1
Range: 1
Target: Angels, demons
This spell causes the victim to exhale the possessing angel in a cloud of foul-
smelling smoke which rapidly coalesces into the shape of the angel. The victim of
possession keels over and loses consciousness, which lasts until the Cadre kills
the angel (or vice versa). The angel gets one free attack before initiative is
rolled. To cast this spell, make physical contact with the skell and make a Magic
check against the angel's Sense check.
4.2.3. Baphomet
Duration: 1
Range: 1
Target: Angels, demons
When this spell is cast, the Zealot takes the possessing angel into herself. The
angel leaves the skell's body and inhabits that of the caster, who then vomits the
angel up in a thick wad of bloody mucus. This costs the caster 3 points of life,
but the skell is unharmed. To cast this spell, make physical contact with the skell
and make a Magic check against the angel's Sense check.
4.2.4. Belial
Duration: 1
Range: 1
Target: Angels, demons
The victim leans over and vomits up a repulsive worm-like entity which swiftly
grows into the shape of an angel. In seconds, the creature is attacking (and
initiative must be rolled). Meanwhile, the victim is temporarily driven insane by
the experience. Roll a d12; if the score is 9-12, the victim is catatonic, and just
stares, a condition which lasts for a few hours; if the score is 2-8, the victim
becomes psychotic, and attacks the Cadre, but this will only last for a few
minutes; if the score is 1, the victim is driven permanently insane, and will spend
the rest of her life
trying to kill everyone she comes into contact with. To cast this spell, make
physical contact with the skell and make a Magic check against difficulty 10.
4.2.5. Lilith
Duration: 1
Range: 1
Target: Angels, demons
Casting this spell allows the Zealot to pluck the angel from one skell and toss it
into another body, which is rendered comatose by the experience. For the next hour,
the angel will be imprisoned in this comatose body, and the original skell will be
unharmed and free to go. After 1 hour, the angel will tear its way out of the body,
killing its new host. During that hour, if any harm comes to the comatose skell,
the angel will tear its way out and attack (again, with fatal consequences for the
skell). Throughout that hour, it will be possible to perform exorcisms as normal.
To cast this spell, make physical contact with the skell and make a Magic check
against the angel's Sense check.
4.2.6. Mephistopheles
Duration: 1
Range: 1
Target: Angels, demons
When this spell is cast, the skell's body liquefies, dissolving into a puddle of
foul-smelling brown ichor. Then, the skell and the angel both claw their way out,
and the skell slumps to the ground (having taken 1-6 points of damage; roll d12,
divide by 2, and round halves up). The angel attacks, so initiative must be rolled.
To cast this spell, make physical contact with the skell and make a Magic check
against difficulty 10.
4.2.7. Samael
Duration: 1
Range: 1
Target: Angels, demons
This spell causes the angel to take partial control of the victim. The victim's
appearance changes, based on the kind of angel that has taken control (teeth,
fangs, tentacles). Trapped inside the fragile body, the enraged angel will attack.
However, though it has access to Grace, and all its Blessings, it is stuck inside
the skell, and must use her stats (attributes, Life) until the skell dies. After
that, the angel erupts from the body and attacks (roll initiative). Any damage
sustained by the skell is subtracted from the angel's Life, and any Grace used up
during combat remains gone. To cast this spell, make physical contact with the
skell and make a Magic check against difficulty 10.
4.3. Blasphemies
After the Fighter has announced that he will be casting a Blasphemy, there are two
rounds of preparation. During the third round, the Blasphemy may be cast (see page
114 for an overview of this process).
Once the Blasphemy is cast, it doubles the Fighter's combat score. Furthermore, the
Fighter's Strength score is deducted from the Ophan's attack score or defend score
(the player gets to choose). These effects only last for one round.
For example: Skag has a Strength of 6 (which means a Combat score of 7, because
she's a Fighter). She's cast a Blasphemy, and it's round 3. This is the round that
the spell goes into effect. The player describes the effect of the spell (see the
descriptions on the next few pages), and then dice are rolled. In this case, Skag's
combat score is doubled, so it is now (temporarily) 14. Her Strength score, 6, is
subtracted from the Ophan's defend score, because the player wants to inflict some
damage to the angel. As noted at the beginning of the chapter, you have to roll a
die each time you cast an Imprecation, to see if you lose a point of Life. Skag
rolls a 5. Since she didn't roll a 1, she's fine.
This penalty lasts for one round, and its effects are cumulative with other
Imprecations (including other Blasphemies, or Maledictions, or Desecrations). If
someone else casts a Blasphemy on the Ophan at the same time as Skag, then more
points can be subtracted from the angel's defend score (or attack score, if the
player wants to do it that way).
Once Skag has cast an Imprecation in battle, then for the duration of that battle,
she won't have to spend two rounds warming up. From this point forward, she can
cast her Blasphemy each round until she is no longer able to cast spells (or until
she dies, or the Ophan dies).
After 1 round, the spell wears off and Skag's combat score returns to normal (and
the penalty no longer applies to the Ophanim).
If the Zealots play their cards right, they can all hit the Ophan with Imprecations
at the same time, resulting in penalties as high as -18 to its defend or attack
scores. While the angel can always attack and defend with at least one die, minus
18 dice is still an enormous penalty.
Furthermore, individual Blasphemies provide additional combat bonuses to the
Zealot, which can come in quite handy during combat. Please note that these
additional combat bonuses, explained in the spell description, only last for 1
round (thus the duration of 1 for most Imprecations). For example, Calumny grants
the caster an armor rating of 7, an attack bonus of 1, and a defend bonus of 1;
this is only for one round.
4.3.1. Calumny
Duration: 1
Range: 1
Target: Self
4.3.2. Censure
Duration: 1
Range: 1
Target: Self
This spell creates a suit of armor wrought from the rotting tissue of fallen demons
and angels; skulls, bones, musculature, and ligaments are fashioned into an
exoskeleton that the caster can use to attack the Ophanim. When humans see the
suit, they suffer nightmarish visions and hallucinations that linger for days. When
the spell has expired, the tissue softens, sags, and sloughs off. The exoskeleton
has an armor rating of 6, and bestows an attack bonus of 2 and a defend bonus of 1.
4.3.3. Denigration
Duration: 1
Range: 1
Target: Self
When this spell is cast, an insectile exoskeleton grows around the caster, encasing
her in a ten-foot-tall (3m) suit of armor. The head is tipped with a pair of giant
mandibles, and its forelimbs are spiked like the arms of a praying mantis. When the
caster attacks, swarms of insects bite any humans in the area. When the spell
expires, the exoskeleton peels off and is consumed by the insects. The armor has a
rating of 5, an attack bonus of 2, and a defend bonus of 2.
4.3.4. Enmity
Duration: 1
Range: 1
Target: Self
When this spell is cast, chunks of stone rise from the earth and form a crude
covering around the Zealot. This huge (32'/9m) construct has four massive arms,
each of which ends in a boulder-like fist. Any humans in the area begin to bleed
uncontrollably from all orifices when the Zealot comes into view. When the spell
ends, the stone crumbles into dust. The suit has an armor rating of 5, an attack
bonus of 1, and a defend bonus of 3.
4.3.5. Odium
Duration: 1
Range: 1
Target: Self
When this spell is cast, a suit of medieval armor appears and secures itself about
the caster. The armor is demonic, with gruesome horns and spikes on black-enameled
metal. Any human seeing the armor will scream uncontrollably until the spell ends.
When the spell expires, the suit fades into nothingness. The armor has a rating of
3, and provides an attack bonus of 3 and a defend bonus of 3.
4.3.6. Vitriol
Duration: 1
Range: 1
Target: Self
This spell causes a nacreous material to seep from the caster's pores, which
hardens into a perfectly smooth coating around the Zealot's body. From a distance,
the caster appears to be a statue made of shiny metal, but up close, any human who
sees the armor will go blind temporarily. When the spell ends, the suit becomes
liquid again, and seeps back into the caster's body. The suit has an armor rating
of 3, an attack bonus of 2, and a defend bonus of 4.
4.3.7. Vituperation
Duration: 1
Range: 1
Target: Self
When this spell is cast, the flesh of the caster's hands and feet begin to grow and
expand grotesquely, forming two vast pillars of flesh and bone, roughly twice as
tall as the caster. The Zealot hangs suspended between them, in agony. Each column
is topped with a heavy weapon that is wired directly into the Zealot's nervous
system. Clumsily tottering along as
though on a pair of monstrous stilts, the caster's visage is so gruesome that any
human who sees it will inflict harm on himself until the spell has expired. When
the spell expires, the flesh rots away and the Zealot tumbles to the ground. The
exoskeleton has an armor rating of 3, and bestows an attack bonus of 5 and a defend
bonus of 1.
4.4. Desecrations
After the Investigator has announced that he will be casting a Desecration, there
are two rounds of preparation. During the third round, the Desecration may be cast
(see page 114 for an overview of this process).
For example: Casket has a Strength score of 3 (which means a Combat score of 3).
He's cast a Desecration, and it's round 3. This is the round that the spell goes
into effect. The player describes the effect of the spell (see the descriptions on
the next few pages), and then dice are rolled. In this case, Casket's combat score
is boosted by 4, so it's now 7. His Sense score, 5, is subtracted from the Ophan's
attack score, because the player wants to keep the angel's offensive abilities
down. As noted at the beginning of the chapter, you have to roll a die each time
you cast an Imprecation, to see if you lose a point of Life. Casket rolls a 2.
Since he didn't roll a 1, he's fine.
The angel's penalty of 5 dice lasts for one round, and its effects are cumulative
with other Imprecations (including other Desecrations, or Blasphemies, or
Maledictions). If someone else casts a Desecration on the Ophan at the same time as
Casket, then more points can be subtracted from the angel's attack score (or defend
score, if the player wants to do it that way).
Once Casket has cast an Imprecation in battle, then for the duration of that
battle, he won't have to spend two rounds warming up. From this point forward, he
can cast his Desecration each round until he is no longer able to cast spells (or
until he dies, or the Ophan dies).
After 1 round, the spell wears off and Casket's combat score returns to normal (and
the penalty no longer applies to the Ophan).
If the Zealots play their cards right, they can all hit the Ophan with Imprecations
at the same time, resulting in penalties as high as -18 to its defend or attack
scores. While the angel can always attack and defend with at least one die, minus
18 dice is still an enormous penalty.
4.4.1. Dabar
Duration: 1
Range: 3
Target: Ophanim
This spell dredges up the worst experiences of its human victims, and gives them
life. The caster taps into the fears and memories of all the humans in the area,
and channels this energy into a monstrous entity that attacks the Ophan. The
victims will never again rest easily. The caster gains an attack bonus of 3 and a
defend bonus of 1.
4.4.2. Epinoia
Duration: 1
Range: 3
Target: Ophanim
This spell summons the spirit of the city or land where the battle takes place. All
of the history and culture that ever graced the area is channeled into a golden
entity of energy, which can then be used to combat the Ophan. This entity can take
whatever shape the caster desires. During the days that come, the area will wither
away and cease to exist. If it is a city, then in time, it will be overtaken by
poverty and crime and corruption, and it will no longer be a fine place to raise
children. If it is a small town, it will be marred by blight and overdevelopment,
and the old will lament what used to be. If it is a wilderness, it will be spoiled
and polluted beyond all recognition. The essence of the place has been robbed, and
is gone forever. The caster gains an attack bonus of 2 and a defend bonus of 2.
4.4.3. Gnosis
Duration: 1
Range: 3
Target: Ophanim
The Zealot utters the name of every person in the area in a single deafening word
that causes pain to the Ophan. The player must choose which word is spoken.
However, some of the people who are named will suddenly become partially amnesiac;
no matter how many times they are told, they will never again be able to recognize
their own names. For the rest of their lives, they will question their own
identities. The Zealot gets an attack bonus of 4.
4.4.4. Logos
Duration: 1
Range: 3
Target: Ophanim
Every human in the area runs towards the Ophan, and they attack en masse. After
that, they disperse as quickly as they can. Some of them are crushed or devoured,
but most survive. Several of them hang back to protect the caster from physical
attacks, acting as human shields. Entire families are wiped out. The Zealot
receives an attack bonus of 3 and a defend bonus of 1.
4.4.5. Rhema
Duration: 1
Range: 3
Target: Ophanim
The Zealot harvests the sense of forgiveness for past sins, stealing it from
everyone nearby. The energy is wrought into a sphere that surrounds the caster,
protecting her from harm. When the spell ends, most of the victims will have that
sense of forgiveness restored to them, but some will not. These, haunted by guilt
and remorse, will spend the rest of their days struggling with an abysmal lack of
self-worth. The caster receives a defend bonus of 4.
4.4.6. Sophia
Duration: 1
Range: 3
Target: Ophanim
The hopes and dreams and fondest memories of the humans in the city are culled by
the caster, who forges them into a weapon of pure light. This weapon, which takes
whatever shape the caster desires, is used in combat with the Ophan. When the spell
expires, most of those dreams and memories are returned to their owners, but some
are broken in combat and are lost forever. The caster receives an attack bonus of 1
and a defend bonus of 3.
4.4.7. Theos
Duration: 1
Range: 3
Target: Ophanim
When this spell is cast, the Zealot summons the unborn souls of all of those
children who might have been born, under different circumstances. Years ago, a
businessman, running late for a meeting, nearly split a cab with an attractive
woman, but decided not to at the last minute; the caster brings forth the soul of
the child that might have been born had the man entered the cab and struck up a
conversation. Then the caster summons forth a hundred thousand more of these unborn
souls, and welds them into a single towering giant that she sends forth to do
battle with the Ophan. When the spell ends, all of those who could have been
parents will feel a sharp, piercing sense of loss; for some, the pain will prove
fatal. The entity strikes once and then disintegrates; the caster receives an
attack bonus of 4.
4.5. Maledictions
After the Sorcerer has announced that she will be casting a Malediction, there are
two rounds of preparation. During the third round, the Malediction may be cast (see
page 114 for an overview of this process).
For example: Hazmat has a Strength of 2 (which means a Combat score of 2). She's
cast a Malediction, and it's round 3. This is the round that the spell goes into
effect. The player describes the effect of the spell (see the descriptions on the
next few pages), and then dice are rolled. In this case, Hazmat's combat score is
boosted by 4, so it's now 6. Her Soul score, 6, is subtracted from the Ophan's
defend score, because the player wants to inflict some damage to the angel.
As noted at the beginning of the chapter, you have to roll a die each time you cast
an Imprecation, to see if you lose a point of Life. Hazmat rolls a 1. Because she
rolled a 1, she has permanently lost a point of Life, and her maximum Life score is
now 11.
The angel's penalty of 6 dice lasts for one round, and its effects are cumulative
with other Imprecations (including other Maledictions, or Blasphemies, or
Desecrations). If someone else casts a Malediction on the Ophan at the same time as
Hazmat, then more points can be subtracted from the angel's defend score (or attack
score, if the player wants to do it that way).
Once Hazmat has cast an Imprecation in battle, then for the duration of that
battle, she won't have to spend two rounds warming up. From this point forward, she
can cast her Malediction each round until she is no longer able to cast spells (or
until she dies, or the Ophan dies).
After 1 round, the spell wears off and Hazmat's combat score returns to normal (and
the penalty no longer applies to the Ophan).
If the Zealots play their cards right, they can all hit the Ophan with Imprecations
at the same time, resulting in penalties as high as -18 to its defend or attack
scores. While the angel can always attack and defend with at least one die, minus
18 dice is still an enormous penalty.
4.5.1. Abaddon
Duration: 1
Range: 3
Target: Ophanim
The caster summons the souls of the city's murdered, who rise from their graves as
burning spirits that emanate a sickly yellow light. The Zealot's arms become huge
and powerful, ridged with spikes and horns, and four spiked tentacles protrude from
his mouth. When the spell ends, most of the dead souls will return to their graves,
but some will linger as Chamsiel angels. While the spell is active, the caster
gains an attack bonus of 3 and a defend bonus of 1.
4.5.2. Acheron
Duration: 1
Range: 3
Target: Ophanim
The caster tears the veil of reality aside, and people for miles around suddenly
catch a glimpse of the perfect harmony and contentment that was meant for our
species; for some, the revelation is a catalyst for insanity, but others are
delighted for the momentary flash of paradise. The caster harnesses that energy and
creates a powerful shield from their souls, which the caster uses to deflect
attacks from the Ophanim. Those who are driven mad by the epiphany eventually
become Raum angels. The caster receives a defend bonus of 4.
4.5.3. Gehenna
Duration: 1
Range: 3
Target: Ophanim
When this spell is cast, the life energy of aborted infants will manifest itself as
a dark red aura that surrounds the Zealot. For the duration of the spell, their
ear-splitting screams will accompany her into battle against the Ophanim. When the
spell expires, some of that life energy will remain behind in the form of Turiel
angels. The spell gives the caster an attack bonus of 2 and a defend bonus of 2.
4.5.4. Hades
Duration: 1
Range: 3
Target: Ophanim
When this spell is cast, the Zealot seizes the life energy of veterans and uses it
to create a weapon of pure energy, which is directed against the Ophanim. Some of
these aging warriors cannot take the strain, and their bodies collapse in upon
themselves, only to reform as Gressil angels. The spell gives the caster an attack
bonus of 3 and a defend bonus of 1.
4.5.5. Infernus
Duration: 1
Range: 3
Target: Ophanim
This spell causes people in the vicinity of the Ophanim to catch a brief glimpse of
the endless agony that is perdition; the ensuing terror and anguish are harvested
by the caster and wrought into a pillar of fire that descends from the heavens and
stands between the Ophanim and the caster. Gouts of flame strike at the angel, and
intercede to defend the Zealot from attacks. Some of those people who catch a
glimpse of the abyss are inexplicably aroused by the lightless and infinite pain;
these eventually become Oriphiel angels. The spell gives the caster an attack bonus
of 2 and a defend bonus of 2.
4.5.6. Sheol
Duration: 1
Range: 3
Target: Ophanim
The caster channels the despair of all of those who have lost their way. This dark
energy is molded into the shape of a demonic entity, as vast and terrible as the
Ophanim that it is sent to fight. After the spell expires, some of those wrestling
with grief find their way into the light. Some continue to grapple with
hopelessness. Some awaken to find their minds blasted into oblivion and their
bodies wracked into the shapes of Nelchael angels. The spell gives the caster an
attack bonus of 1 and a defend bonus of 3.
4.5.7. Tartarus
Duration: 1
Range: 3
Target: Ophanim
The caster leeches a point of life from a crowd of dozens or hundreds of ordinary
people, and uses it to direct a blast of pure light energy against the Ophanim.
Some of those in the crowd are unable to take the strain, and they perish; others
find their bodies twisting and stretching, and these eventually transform into
Jophiel angels. The spell gives the caster an attack bonus of 4.
5. Combat
In this chapter, we're going to cover the mechanics of combat. This includes
initiative, attacking defending, special cases, armor, penalties, injuries, and
vehicular combat.
Minutiae aside, the important thing to remember is that combat should be vivid and
cinematic. Player
and Director alike should work to keep combat fun and interesting.
Combat involves three rolls: initiative, attack, and defense. For each round of
combat, which lasts for five seconds, a player rolls initiative, then performs as
many attacks or actions as permitted (most characters are only allowed one
attack/action per round, but some spells and powers permit multiple actions).
Defense is rolled each time the character is attacked.
5.1.1. Breakdown
Initiative: This is rolled at the beginning of each round. Each player rolls a
single die. High roll goes first. There are two ways to proceed from there. The
group can just continue to follow the next highest die in descending order (12 goes
first, 11 goes next, 10 goes third, and so on); alternately, the group could just
play clockwise from the highest-rolling player (this is the best option for large
groups).
Attack: Punching, kicking, or shooting. Most characters can do this once per round,
but some characters are permitted multiple attacks.
To attack, roll a number of dice equal to your combat score. Your Director will
make the defend roll for your opponent. Look at the highest die on each side. If
your roll is higher, you inflict damage equal to the difference between the two
scores. If you're using a weapon, add the weapon bonus to the damage inflicted. For
instance, a knife has a damage bonus of 1, so you'd add 1 point to the damage
inflicted.
Action: Casting a spell, executing a stunt, using a skill, or performing some other
non-combat activity during a combat round (kicking down a door, hacking a
computer). Most characters can do this once per round, but some characters are
permitted multiple attacks (typically through the use of magic or powers).
5.1.2. Ties
In case of a tie, always look at the next highest die until a victor emerges, or
until someone runs out of dice. For example, if the player rolls 10, 8, 4, and 2,
and the Director rolls 10, 8, 2, and 1, then you ignore the 10s and the 8s, and you
compare the 4 and the 2. The player hits, and inflicts 2 points of damage.
If the player is attacking (or taking action), and the player runs out of dice,
then the attack is unsuccessful. For example, the player rolls 10, 7, and the
Director rolls 10, 7, 3. The player's 10 is negated by the Director's 10, and the
same goes for the 7. The player is out of dice, and the attack did not succeed.
ORDER OF NARRATION
It can be tricky, figuring out who is supposed to be narrating combat, and when.
Here's the structure:
1. Initiative is rolled
2. Actor (whether it's the Director or player) describes an attempt
3. Dice are rolled, and they tell you whether it was successful
4. Actor then describes the outcome of the attempt
This applies to pretty much everything. You can't say that you've run the car off
the road when you haven't even rolled dice yet. So you say that you jerk the wheel
hard, and that your van caroms across the highway towards the car. If you roll the
dice and it's a success, then you narrate the impact. If you roll and it's a
failure, you narrate how you just missed them. You don't narrate what they do --
the Director tells you if they swerve madly, or start shooting at you. Their
actions are up to the Director, the same way that your Zealot's actions are up to
you.
You can, however, add color. You can talk about the startled looks on their faces,
or the sparks that flew when their car was grinding on the guardrail in an effort
to avoid being rammed. It's just that the dice give you the outcome, and the
Director gives you specific actions taken by NPCs (even your allies).
If the player is attacking, and the Director runs out of dice, then the unopposed
die is compared to a value of 0. For example, the player rolls 9, 8, 5, and the
Director rolls 9, 8. The 9s and 8s cancel each other out, so the 5 is now compared
against 0. The player hits for 5 points of damage.
If the Director is attacking, and runs out of dice, then the attack is
unsuccessful.
If the Director is attacking, and the player runs out of dice, then again, the
Director's attack is unsuccessful.
EXAMPLE OF COMBAT
Casket is attacked by two cultists. He rolls initiative, and gets a 6. The cultists
roll 2 and 8. One will go before him, and one will go afterwards.
The first cultist swings his meat cleaver. Since he has a combat score of 2, the
Director rolls two dice. Casket has a combat score of 3, so the player rolls three
dice. The Director rolls 10, 8. Casket gets 11, 7, 1. Casket's highest die is
higher than the opponent's, so he is successfully able to defend himself against
the attack.
Since it's now his turn, he attacks with his switchblade knife. He rolls three
dice, and gets a 10, 6, 5. The Director rolls 10, 2. Since the high rolls are tied,
we look to the next highest dice. A 6 for Casket, and a 2 for the cultist. That
means that Casket hits, and inflicts 4 points of damage (6 minus 2). In addition,
the knife has a damage rating of 1, so the total damage inflicted on the cultist is
5.
The second cultist attacks now, and the Director rolls 11, 2. Casket gets 9, 9, 3.
Because you add multiples to their number of instances, Casket effectively rolled
an 11 (a roll of 9, on 2 dice, means 9 plus 2). Therefore, the high scores are
tied. So we look at the next highest dice, and we have 2 for the cultist and 3 for
Casket. Again, he is able to block the attack.
Initiative is re-rolled, and Casket goes first this time. The player decides to
kill a point of Fury for an extra die, and then launches into an elaborate
description of how he ducks under the cleaver, spins the cultist around, and puts
him in the path of the second cultist's weapon. The description is cool, and he
gets to roll an extra die as a result.
Along the way, the player also describes how furious Casket is that these cultists
have been sacrificing children to the angel that they worship. Because Casket's
drive is Anger, and this drive has been tied into the action, the player gets an
extra die (3 dice plus 1 for the Fury point, 1 for the description, and 1 for
Drive). Casket's player will now be rolling 6 dice in the ensuing attack, versus
the cultist's 2.
5.1.3. Penalties
During combat, the Zealots may be impeded by their environment, or by the situation
that they're in.
All players (and the Director) should discuss whether such impediments should
result in penalties to combat rolls, attribute checks, or skill rolls. If so,
employ the guidelines below (but please note that though these penalties are
cumulative, the maximum penalty for these penalties should be three dice -- after
which you can add other appropriate penalties, such as for magical effects or
severe injury):
Swimming: If the character is trying to take action while swimming, the penalty is
one die.
Underwater: The penalty is two dice when trying to take any action while completely
underwater.
Blindness: If the character is blindfolded, or if his eyes are damaged, the penalty
is two dice.
5.2. Life
Each Zealot begins a case with 12 points of Life. As the scenario progresses, the
characters will take damage, which is subtracted from the Life score.
5.2.1. Injury
Each time the Zealot suffers damage to his Life score, he has been injured. It's up
to the player to narrate the specifics of the injury, but here are some guidelines:
1-4 points of damage: Minor injury. Flesh wound. Bullet went through the skin,
didn't hit any bone. Knife didn't puncture any internal organs. Abrasions,
bruising, sprains, but nothing that a splash of whiskey won't put right.
5-8 points of damage: Serious injury. Broken bones. Internal bleeding. Third-degree
burns. The Zealot is probably going to leave a trail of blood. Limping, groaning,
and cursing through gritted teeth.
9-12 points of damage: Horrific injury. Cracked skull. Shattered bones. Severely
damaged organs. Limbs are torn/wrenched off. Eyes are put out.
When the Life score reaches 4, the Zealot is badly injured, and suffers a penalty
of one die to all rolls. However, no matter what kind of penalties are incurred,
the player can always roll at least one die when attempting an action of any kind.
The Zealot can recover Life through the use of magic, or by employing the Hardcore
stunt (which causes wounds to repair themselves at an accelerated rate).
5.2.2. Healing
After the Zealots close out a case, the Cadre returns to headquarters to recover
from any injuries that were sustained. When the next case begins, all of the
Zealots are healed up and ready to go. Life and Fury scores are returned to 12.
5.2.3. Retirement
If your Zealot's Life score reaches 0, then it's time to Retire. This means that
your character will die soon. However, death is not immediate. Instead, your
character's life score goes back up to 12, and his Fury scores goes up to 24.
The Zealot can now close out his last case. He does whatever he must, takes down
the target along with his fellow Zealots, and then narrates a fitting demise. The
death can be a quiet one (a last cigarette, a few mumbled last words) or a
spectacular one (the destruction of the angel or demon results in a massive
explosion that obliterates the Zealot, leaving no trace). However the Zealot dies,
the player is now required to roll up a new character.
5.3. Armor
If you are injured while wearing armor, roll a number of dice equal to your armor
rating. If any of the dice that you roll are equal to or less than your armor
rating, that represents a point of damage taken by your armor (as opposed to damage
inflicted on your character). The remaining damage is taken by your Zealot. Your
armor's rating is decreased by the damage that it absorbed.
For example, Skag gets shot and takes 7 points of damage. Her armor has a rating of
4, so she rolls 4 dice. She gets 10, 7, 4, 3. Two of those dice were either less
than or equal to her armor rating (4). This means that her armor absorbed 2 points
of damage. Her armor rating is now 2. The remaining 5 points of damage are
subtracted from her Life. The next time she takes damage, she rolls 2 dice and
looks for any 1s or 2s. Obviously, her armor is of limited use to her now, but it's
still better than no armor at all.
5.4. Range
If your target is within range, roll dice as normal. If your target is out of range
by a factor of 1, subtract one die. If your target is out of range by a factor of
2, subtract 3 dice.
For example, if Skag is attacking with a sword (which has a range of 1), and her
target is right in front of her, she rolls 7 dice -- because her combat score is 7.
But if she's attacking someone on the other side of the room, she'll have to leap
across the room to reach him. She now has to roll 6 dice, because the enemy is out
of range.
If she wants to attack someone far away, she's going to have to find some way to
rapidly traverse a great distance in order to land a blow with her sword. So now
she'll roll 4 dice when attacking.
5.5. Ammo
Each weapon is good for a specific number of firefights. After that, the weapon is
out of ammo. A revolver will only last a single gunfight, but a shotgun will get
you through 2. The cost of ammunition is equal to the cost of the weapon, so
bullets for a pistol have a cost of 6. See the tables on pages 74 and 75 for the
costs of various weapons.
If a weapon is listed with an ammo score of "-", it means that the weapon never
runs out of ammo. This is for melee weapons, such as swords and lead pipes.
This is a shorthand reference for Range, Damage, and Ammunition. If you write these
out, they look like this:
Katana
Range: 1 (melee weapon; effective against those standing very close to you)
Damage: 2 (if you score a hit, add 2 points to the damage inflicted)
Ammo: - (never runs out of ammunition, because it's a melee weapon)
The list of vehicles is presented at the end of chapter 3. Here, we'll learn how to
ram, shoot, and blow up cars and trucks and hearses.
5.7.1. Driving
When driving a vehicle, roll the vehicle's applicable attribute whenever you need
to check against a situation (for vehicle attributes, see the list at the end of
chapter 3). If you're in a truck and you need to swerve, roll 1 die. If you're in a
car and you need to recover, roll 2 dice.
If you have the driving skill, then add your skill score to the applicable
modifier. So, to re-use the above examples, if you have the driving skill with a
score of 3, and you're swerving in a truck, roll 4 dice (3+1). If you're trying to
recover in a car, roll 5 dice (3+2).
If your character is driving, and you want to shoot, that's fine, but you can't
drive and ram at the same time -- you have to choose one attack per round (unless
you're able to make multiple attacks because of a spell or a Power).
5.7.2. Ramming
If you ram another vehicle, roll the appropriate number of dice versus your
opponent's swerve check. If you are successful, you inflict damage to the other
vehicle's body. To ram a person (or run him over), roll the appropriate number of
dice against the opponent's defend score). Damage is equal to the difference, plus
the vehicle's ram score.
Example: Mercy is on his chopper, and he gets rammed by a truck. The truck driver
rolls a 10, and Hazmat rolls a 7, so the bike takes 3 points of damage. Hazmat now
needs to make a recover check against difficulty 12. He fails, rolling 8, 3, 1. So,
he's flung off the bike, and takes 4 points of damage (12 minus 8).
5.7.3. Swerving
When another driver wants to ram you, make a swerve check. If you're successful,
you were able to avoid being hit.
5.7.4. Recovering
You make a Recover roll after your vehicle has been rammed, or if the vehicle has
sustained any kind of damage. If you fail, you're run off the road. The target
difficulty is equal to the damage sustained.
For example, Casket shoots at an opponent's car. He is successful, and his shotgun
inflicts 6 points of damage to the car. The driver must now make a Recover roll
against difficulty 6, or be run off the rod (car damaged, no longer drivable).
To target a vehicle, roll an attack as normal. The driver then rolls a swerve check
to avoid being struck. If the vehicle is struck, a Recover roll must be made (see
previous section).
To target a passenger (or driver) inside a vehicle, attack as normal, but the
person being attacked has
the option to consider the car as partial cover (see page 144). If a passenger is
using a car as partial cover, and is hit, then the car takes the exact same amount
of damage as the passenger. If the passenger takes partial cover and is not hit,
the car takes 1 point of damage.
There are countless special cases that you'll encounter during gameplay.
Here are a few unusual circumstances, including falling from a great height,
getting struck by falling objects, group combat, grappling attacks, sniper fire,
taking cover, area attacks, and knockout attacks.
If there's something that isn't covered here, use the existing structure and modify
it as you see fit ("Okay, never heard of that one before... Hm... That would
probably cause some serious damage, but there's a chance you could get out of it
unscathed, so roll a combat check against 10, and if you fail, subtract the
difference from your Life -- bypass the armor altogether").
If you succeed, you sustain no Injury. If you fail, you sustain Injury equal to the
difference between your roll and the difficulty.
If something heavy falls on you, make a Strength check against the following target
difficulties:
8: Piano
10: Car
12: Bus
14: Ophanim
16: Airplane
18: Collapsing building
If you succeed, you sustain no Injury. If you fail, you sustain Injury equal to the
difference between your roll and the difficulty.
If your Zealot is attacking a large group of mostly inept humans, rolling the dice
over and over again can be kind of time-consuming. You can cluster hostiles into
groups of 3 or 4 (at the player's discretion), and subtract damage from the mob's
combined Life score.
Say that you're facing three hostiles, each with a combat score of 2 and a Life
score of 5. The group would have a combat score of 6, and a Life score of 15. So
now your Fighter (with a combat score of 7) attacks. She invokes Drive, kills a
point of Fury, uses a cool description, and now she's throwing 10 dice against
their 6. She rolls 12, 11, 9, 8, 7, 7, 5, 2, 2, 1. The Director rolls 12, 11, 9, 4,
2, 1. The Fighter's two 7s equal a 9; against the Director's 4, that's 5 points of
damage, plus 2 for a katana (sure, why not). We're looking at 7 points of damage
from the mob's 15 points of Life. That means the mob is down to 8 points of life.
Since each of them has 5 points of Life, 8 points means that one is dead and one is
injured. Done!
This all streamlines combat and keeps it moving forward. More than three or four
human opponents will probably be too challenging for most Zealots, but it's up to
the player.
5.8.4. Grappling
The grapple is a special attack. Before attacking, announce that you're going to be
grappling the opponent. Then roll a normal attack, but you can only use weapons
that would be helpful in such an endeavor (net, rope, chain, pantyhose, lasso).
Attacker and defender roll as normal. If the attack fails, the defender takes no
damage. If the attack is successful, damage inflicted is halved (round up). Or, if
the attacker wishes, the attack can succeed without inflicting any damage (which
would be desirable if you were trying to restrain someone without causing harm).
While grappling, the attacker has a minus 2 when defending against any attacks, and
a minus 3 when defending against attacks from the defender (it's hard to avoid a
knife to the gut when you've got someone in a headlock).
When employing an area attack, there's always a defender, and then a bunch of
innocent (or not) bystanders. The attacker rolls as normal, as does the defender.
Damage is inflicted as usual.
Anyone else within range 1 (within stabbing distance) is also considered attacked,
and must roll a defend check against the attacker's initial roll. However, damage
is minus 2. These people are caught in the blast, but have just enough time to
shield their faces or dive for cover. Nonetheless, they are exposed to intense fire
and heat.
Targets within range 2 (in the same room, but out of arm's reach) must roll a
defend check against the attacker's initial roll. Damage is minus 4. These
defenders reacted quickly and ducked behind doorways or used other people as human
shields. Still, they may be badly burned.
Those within range 3 (down the street, or even farther away) roll against the
attacker. Damage is minus 6. Any damaged sustained is probably going to be minor,
but it's possible that a piece of shrapnel could hit, inflicting some pretty
serious injuries.
This damage applies to enemies and allies alike. The person throwing the explosive
must also make a defend roll against his own attack roll, because no matter how
careful you are with that molotov cocktail, there's a chance that things could go
wrong.
Casket throws the grenade. He rolls 11, 8, 7. The person that Casket is targeting
with his grenade (let's say he's a cult leader) now rolls. The cult leader defends
with 2 dice, and rolls 12, 7. He takes no damage from the explosion. The Director
narrates how the cult leader saw the grenade coming, and he dove for cover.
First, we look at those who are within range 1 of the explosion. There are two
other hostiles standing next to the target, so they qualify. For the first one, the
Director rolls 2, 1. Compared to Casket's initial roll of 11, this is definitely a
hit. The damage inflicted is 9, plus 4 for the grenade (total of 13). Since those
within range 1 of the blast get damage -2, that means that the total damage
inflicted to this human is 11. That's more than enough to kill him.
The second human hostile rolls 5, 4. Against Casket's 11, this is 6 points of
damage, plus 4 for the grenade, minus 2. A total of 8 points of damage. Again,
instantly fatal.
At this point, the Director continues the narration. When Casket flung the grenade,
the cult leader acted quickly, diving for cover. The cultists who were standing
right next to him turned to see what he was doing, and didn't see the grenade
bouncing in their direction. Though not the intended target, they were close enough
to take damage.
Now, we look at those who are within range 2 of the explosion. That would be Skag.
She has a combat score of 7, so she rolls a 10, 9, 5, 5, 3, 2, 2. She takes 1 point
of damage from the explosion, plus 4 for the grenade (total of 5). But she's at
range 2 from the target, and so damage is minus 4. She takes 1 point of damage. The
Director narrates that a chunk of shrapnel flew threw the air and embedded itself
in her calf. She curses Casket.
We now look at those who are within range 3. Casket is far away, but it's possible
that he's been hit. He rolls against himself at this point. Unfortunately, he rolls
10, 5, 1. Comparing the 10 to the 11, we see that he's going to be taking 1 point
of damage, plus 4 for the grenade (total of 5). However, because he's at range 3,
we subtract 6 points of damage, so Casket is unharmed. The Director narrates that a
chunk of stone flew through the air towards him, but he dodged it. Had he taken any
damage (probably not much), the Director would most likely narrate that he was hit
by that brick.
So. One grenade, two dead cultists, cult leader all alone and under fire from an
angry Fighter with a shotgun. Not bad!
If you want to render someone unconscious, you must declare this before attacking.
Then, attack as you ordinarily would, but you can't use sharp weapons or firearms
(if you use the hilt or handle of a sharp weapon, such as hitting someone with the
handle of an axe or the pommel of a sword, then you inflict a damage bonus of 1 and
no more). If you use a blunt weapon like a staff or club, damage bonus is applied
as usual.
However, if you actually hit someone with a knockout blow, you don't subtract the
damage from his Life score. You just compare it. If you inflicted enough damage to
kill him in a single blow, then he takes 1 point of damage and is knocked out for
1d12 rounds. If you didn't inflict enough damage to kill him instantly, then he
takes 1 point of damage and combat continues.
For example: Skag is facing off against a drug dealer. She wants him alive so that
she can use him to infiltrate a crystal meth lab. He's got a knife, but she's
fighting with her fists.
She gets first attack because she rolled high initiative. She attacks with a combat
score of 7, rolling 9, 7, 6, 5, 5, 2, 1. The dealer rolls 6, 2. Casket would have
inflicted 3 points of damage, which isn't enough (because the target has a Life
score of 5). So she inflicts 1 point of damage and combat continues. The drug
dealer tries and fails to stab her with his knife.
She attacks again, rolling 10, 9, 9, 8, 5, 3, 2. This is an 11 (two 9s). The dealer
rolls 7, 4. Skag would have inflicted 4 points of damage. The dealer's Life score
is now 4, so the attack is successful, and the dealer takes 1 point of damage and
is knocked unconscious. The Director rolls a 5, so Skag has 25 seconds to tie him
up before he regains consciousness.
If the defender is attacking from behind an object, he or she may be able to avoid
injury. However, this also limits your ability to attack your opponents, because
you're busy trying not to expose yourself to enemy gunfire (or magic, or what-have-
you).
Cover can only be used if the player explicitly states that he's going to be taking
cover at the beginning of a combat sequence (just before initiative is rolled).
Cover includes attacking while behind a car, firing out the window at a target
outside, shooting from the rooftop at a target on the ground, attacking from behind
the corner of a wall, leaning out to attack from behind a doorway.
Partial cover means you're standing up while attacking. In this case, you suffer a
penalty of 2 dice when attacking, but you get 4 extra dice when defending. Partial
cover may also indicate that you're a passenger or driver inside a vehicle (it's up
to the person being attacked).
Full cover means you're crouching behind object or structure. You get a penalty of
4 dice when attacking, but you get an extra 6 dice when defending.
When you want to fire an aimed shot at an enemy, you declare it in advance. Then,
you spend one round taking aim. After that, you get a bonus of 2 dice when you
fire. If you wait for longer than that, you don't get any extra dice.
6. Advancement
When you complete a mission, you earn Advancement points. The exact number of
points ranges from 1 to 3, depending on the success of your mission:
Advancement points can be spent to add or create skills, add powers, or add spells.
By spending 7 points of Advancement, you can add a point to any skill. The maximum
score for any skill is 6 points.
By spending 13 points of Advancement, you can add a new skill to your Zealot, with
score of 1. This skill can then be improved, just like any other skill (as
described above).
Aspergilia are magic weapons of great power. They are ordinary melee weapons
(knives, staves, swords, axes) until the Zealot imbues them with part of her life
energy, investing them with offensive and defensive capabilities.
Using Aspergilium abilities does not count as an action, but the use of an ability
must accompany an attack with the weapon. Adding abilities to an Aspergilium also
counts as an action. It is not possible to add an ability to a weapon more than
once (you can't have Burn Scar 'loaded' onto an Aspergilium five times; there can
only be one such instance of an ability on the weapon).
If someone other than the caster tries to use the weapon, nothing happens. It's
just a sword (or axe, or hammer). But if an angel picks it up, it suffers 1 point
of damage and feels sharp pain.
These abilities have limited use; each has a certain number of charges, and when
these are expended, the weapon must be recharged (by spending points of Advancement
to add abilities). New abilities can be added to an existing Aspergilium anytime.
Black Aegis
Charges: 3
A sphere of black energy surrounds the caster, acting as armor 9. It lasts until
dispelled by the caster, or until destroyed.
Bloodbomb
Charges: 3
The weapon drips a single droplet of blood, which lands on the skin of the caster,
or of one of his allies. For an instant, the character's skin is glows bright red.
Then, he or she receives 5 points of Life (up to the maximum of 12).
Burn Scar
Charges: 1
A blast of green fire accompanies the Zealot's next attack, inflicting an extra 4
points of damage (as long as the Aspergilium is the weapon employed; these 4 points
are in addition to all other damage bonuses).
Daisy Cutter
Charges: 1
The weapon becomes intangible, and bypasses any armor (as though it just were not
there). The Zealot gets an extra 3 dice when attacking with this ability (provided
he's using the Aspergilium).
Wrecking Ball
Charges: 2
The weapon vibrates like a jackhammer, causing the Zealot to blur slightly. A
successful hit on an inanimate object, such as a vehicle, inflicts 10 extra points
of damage to the object (in addition to all other damage bonuses, and only if the
Aspergilium is the weapon employed).
For example, you've got a sword with Wrecking Ball and Daisy Cutter. After you've
used Daisy Cutter once, it's gone, and you'll need to spend 3 points of Advancement
to get it back. After you've used Wrecking Ball twice, it's gone, and again, it
will cost you 3 points of Advancement to recharge it.
On the next page, you'll find four example Aspergilia to get you started. It's also
possible for Zealots to find Aspergilia created by Zealots (or other half-breeds,
or even angels or demons).
Hellblade
Range: 2
Damage: 1
Ability: Burn Scar
This axe glows with a sickly green light. Its blade is notched, and the ancient
wooden handle shows evidence of use. When swung through the air, it leaves bright
green trails that slowly fade away.
Gouger
Range: 1
Damage: 1
Ability: Bloodbomb
Made of shiny copper, this wand emits a soft red light from the center of the
sphere at the tip. Though it seems to be still when you look at it directly, if you
look at the sphere out of the corner of your eye, the circles of metal appear to be
moving slightly.
The Bastard
Range: 1
Damage: 3
Abilities: Daisy Cutter, Wrecking Ball
This powerful sword produces a deep humming sound when one of its powers is
activated. Blue sparks are knocked from the blade during combat.
Deadlight
Range: 1
Damage: 1
Ability: Black Aegis
The staff, made of an unearthly metallic substance, has a grip attached to the
midsection to make it easier to hold on during combat. When the ability is used,
the tip of the staff glows with a deep blue light.
An Osteon is a weapon torn from the flesh of a dead angel. This can be a tentacle,
a claw, a jawbone, or anything else that a Zealot might find useful. The Zealot
tears off the limb, or tooth, or beak, and wields it as a weapon.
Once, and only once, the Zealot can unleash the harnessed power of the Osteon, at
which point it crumbles into dust. Up until that point, however, it functions as a
serviceable weapon.
To create an Osteon, the Zealot must expend 7 points of Advancement. This is done
while the body part is being ripped from the angel's carcass.
After that, the weapon can be used in combat. The Zealot can distribute 3 points
between the following:
* Attack dice
* Defend dice
* Damage bonus
For example, the Zealot might tear off a whip-like tentacle, and indicate that the
tentacle affords him 1 extra attack die and a damage bonus of 2. Or just 3 extra
defend dice.
Whatever the case, when the Zealot wants to unleash the weapon's true power, he
must declare this before attacking. While attacking, the Zealot can distribute an
additional 4 points between the aforementioned categories, but only for 1 round.
After that, the weapon crumbles into dust.
For example, the aforementioned tentacle has 3 extra defend dice. The Zealot
activates the Osteon's power, and suddenly the Zealot has 7 extra defend dice --
but only for one round. Or 7 points of damage bonus, or 7 extra attack dice.
Whatever the case, there is a profound risk when an Osteon is used in such a
fashion. Each time a Zealot unlocks the hidden power of the Osteon, there is a 1 in
12 chance that the twisted magics released will, in some way, deform the Zealot.
The character may suddenly grow a tentacle from the middle of his chest, or a
gaping lamprey-like maw in his left palm, or a third eye in his forehead.
Surgery may be able to fix these problems, but it is said that such deformity is
like a beacon to angels, summoning them from miles away like moths to a porch
light...
Example Osteons
Claw
Range: 1
Attack: 1 (3)
Defend: 1 (2)
Damage: 1 (1)
This claw, made from the forearm and claws of an angel, is wrapped in duct tape to
make it easier to grip. Sometimes, if no one is watching closely, the claws will
twitch. In combat, the weapon grants the user an extra die when attacking, an extra
die when defending, and a damage bonus of 1. When the Osteon's power is unleashed,
the user gets an extra 3 dice when attacking, 2 dice when defending, and a damage
bonus of 1.
Jawbone
Range: 1
Attack: 0 (0)
Defend: 0 (0)
Damage: 3 (7)
This jawbone, torn from the face of a dead angel, has electrical tape wound around
one end to form a crude handle. When the wind passes through the teeth, a voice can
be heard, whispering Bible passages in Latin. In combat, the weapon grants the user
a damage bonus of 3. When activated, the Osteon gives the user a damage bonus of 7.
War Machines are expensive, but they can really even the playing field when Zealots
are up against the hardcore hosts of Heaven's heavy hitters.
After the vehicle has been acquired, it must now be transformed into a War Machine.
This will cost everyone in the Cadre 7 points of Advancement and 4 points of Cash
(at the beginning of the scenario, when everyone rolls for Cash, each Zealot must
set aside 4 points of Cash for the War Machine; if anyone comes up short, it's got
to come out of someone else's pocket).
Once the War Machine has been created, weapons can be added to the vehicle. Once
it's been purchased or acquired, the weapon can be installed for a number of
Advancement points equal to the damage the weapon inflicts. For example, the
Zealots purchase a flamethrower for 11 points of Cash, and then someone needs to
expend 5 points of Advancement to install it on the War Machine. The following
weapons can be installed on a War Machine (followed by Cash cost and Advancement
cost):
* Assault Rifle 10/4
* Automatic Rifle 9/3
* Automatic Shotgun 8/3
* Chainsaw 4/2
* Crossbow 6/1
* Flamethrower 11/5
* Heavy Machine Gun 12/5
* Light Machine Gun 11/4
* Nailgun 7/2
* Sniper Rifle 12/3
* Submachine Gun 9/3
Weapons installed in a War Machine burn through ammo more slowly (for detailed
information about ammunition, please see page 139). This means that you double the
ammo score for any weapon installed in a War Machine. A flamethrower would have an
ammo score of 2, and an assault rifle would have an ammo score of 8.
Spikes and saw blades will add to the vehicle's Ram score. Barbed wire harms those
who try to attack the vehicle physically. These items are melee weapons, and do not
have ammo scores. Each is followed by cost (in Cash) and a brief description.
* Spikes: 3 cash per point of Ram damage.
* Saw Blades: 3 cash per point of Ram damage.
* Barbed Wire: 2 cash; anything that attacks the vehicle physically will take 2
points of damage per round of contact.
Armor can be purchased for 1 point of armor per 2 points of Cash. The maximum armor
is 12, and it works like regular armor (except that you can add additional armor at
the start of each session).
Body can be purchased for 1 point of Body per 2 points of cash, to a maximum of +10
points (so the max for a Jeep would be a Body score of 20).
7. Pregens
If you want to speed up the process of getting into the game, you can use the pre-
generated characters, Monitors, Contacts, and Locations on the following pages.
7.1. Zealots
7.1.1. Skag
Class: Fighter
Persona: Prophet
Strength: 6
Sense: 2
Soul: 1
Life: 12
Skills: Intimidation (Bouncer) 3,
Driving (Cab Driver) 1
Spells: Confessor, Encolpion
Powers: Cognition, Cover Fire
Weapons: P90 SMG 3/3/3
A petite woman in her early thirties, Skag has tattoos of a dragon and a cobra on
her arms. She appears surly and prone to sarcasm, but deep down, she is fascinated
by the world around her -- even more so now that she's a Zealot.
7.1.2. Casket
Class: Investigator
Persona: Messiah
Strength: 1
Sense: 5
Soul: 3
Life: 12
Skills: Charm (Con Artist) 3,
Computers (Network Admin) 1,
Crime (Con Artist) 3,
Journalism (Newspaper Reporter) 1,
Medicine (Director of Surgery) 1,
Science (Pharmacist) 1
Spells: Anchorite, Benefice, Crucifer, Devastation, Gnosis, Ordination
Powers: Analysis, Battle Cry
Weapons: Shotgun 2/2/2
7.1.3. Hazmat
Class: Sorcerer
Persona: Sinner
Strength: 3
Sense: 2
Soul: 4
Life: 12
Skills: Military (Soldier) 2, Hunting (Big Game Hunter) 2
Spells: Anointment, Baphomet, Canticle, Censer, Infernus, Judgment, Sanctuary,
Votive
Powers: Curb Stomp, Lifeblood
Weapons: Uzi 3/3/3
All her life, she has been drawn to violence and guns. However, her natural ability
with magic compelled her to pursue magic when she was recruited into the Cadre.
Brutal and callous, Hazmat has difficulty seeing the value in human life, but she
follows the lead of her Zealots, whom she trusts and respects.
7.2. Monitors
7.2.1. Attucks
A tall black man in his late forties. Black leather jacket, black turtleneck shirt,
afro. Tough, but calm. Attucks has been waging the war for a long time, and it
shows. He's plain-spoken, fair, and supportive of his team. When it comes to giving
the Cadre assignments, Attucks prefers a face-to-face discussion, usually over food
(because he knows that his Zealots tend to forgo meals while on a job).
7.2.2. Hussein
Thin Caucasian female. Late twenties. Long red hair, green eyes, and freckles.
Dresses like a colorblind librarian. Glasses. Terse, clipped delivery. Communicates
via emails and text messages. Telegraphic writing style. Maintains personal
distance from Cadre. Will kill for them without hesitation. Doesn't want to hear
about their day.
7.2.3. Avery
An Asian male in his late thirties, Avery comes across like a federal agent. He's
strait-laced, by the numbers, and focused on results, people. He's a firm believer
in protocol and plans of action. When he tells the Cadre about supernatural
activity, he often resorts to flashy presentations (he prefers NeoOffice Impress on
his MacBook, as it's "quite robust"). Though formal in his demeanor, he's quite
friendly to his Cadre, even if he does kind of seem like a boss talking to his
employees before heading out for a round of golf.
7.3. Contacts
7.3.1. Graves
Samantha Graves works as a park ranger just outside the city. Prior to that, she
spent a couple of years as a beat cop on the force, but a couple of rounds to the
gut made her reconsider. Soft-spoken and mild-mannered, she's nonetheless capable
and tough, and doesn't rattle easily. She's never had a direct confrontation with
the supernatural, but she's seen a few things that she can't explain. Though she
doesn't know exactly what the Zealots are doing, she believes that they're risking
their lives to protect innocent people, and that's something she can understand
(even if she's come to the conclusion that she's not ready to die yet). She can
help the Cadre with police matters (though not much, because it's been a while
since she left the force), and she knows a few things about tracking animals.
7.3.2. Kasarda
Alonzo Kasarda spent a year in Afghanistan and two years in Iraq. After he was
discharged from the military, he opened up a restaurant. He's put on some weight
since then, but he's still a big man. His laughter is loud and he slaps people
constantly (on the back, on the shoulder, on the belly, you put on some weight,
huh? Eh?). Kasarda's seen action, and he's killed men. He never talks about it.
He's just happy to be home alive with his family. But he knows that there's another
war going on, and he knows that the Zealots are the soldiers. So he does what he
can to help them. He knows a few things about the military, and he knows a lot of
people stationed nearby. Furthermore, a lot of important people come to his
restaurant (which is well-known in the city), and he overhears a lot of high-level
gossip.
7.3.3. Prescott
Alice Prescott works as a paramedic. She's young and vulnerable-looking, but she
climbs into the ambulance, night after night, ready to stick needles and
endotracheal tubes into gunshot victims and overdosing junkies in the heart of the
city. She knows how to take care of herself. This came in handy a few weeks ago,
when she found herself sprinting through an alley with something -- a creature not
of this Earth -- right behind her. A seasoned runner, Prescott sprinted to safety,
and she never got a good look at the thing, but she knows it would have killed her.
The police never found any evidence, and her report was dismissed. But she knows
that there's something out there, and she'll do whatever she can to help find it
and put a stop to it.
7.4. Headquarters
An abandoned warehouse that smells like a locker room, the Estate is where the
Zealots sling their sleeping bags. The doors are padlocked and welded shut; the
Cadre use the windows to get in and out. Inside, they've done a little bit of
makeshift construction work, and they leech electricity and water from nearby
buildings. The place isn't fancy, but it's livable. They've got a bunch of TVs,
muted, showing different news channels, and they have a rough kitchen with a
fridge, a microwave sitting on some ammo crates, and a coil burner. Bedroom is
roped off, with blankets hanging down to give some semblance of privacy. Shotguns
and battle-hammers on racks against the wall, along with different outfits:
doctors, cops, firefighters. Their cars are two blocks away at a parking garage
(free parking, they know the guy).
A run-down tenement building that was condemned last year, but hasn't been
demolished yet, the Mansion is large and mostly empty. Graffiti in the stairwells,
broken and flickering lights in the corridors, a dead body in a tarp-covered trunk
in the basement (which they should probably do something about eventually). The
Zealots have turned the first floor into a dojo, where they practice melee combat.
The second floor serves as their living quarters. The third floor is where they
keep weapons, confiscated materials, and computer equipment. From the fourth floor
up to the roof, it's just empty rooms and cobwebs. They have a news chopper on the
rooftop. So far, no one's noticed. Not sure how long that's going to last.
The Farm is a dilapidated house in the country, surrounded by the bleached bones of
cattle and pigs. The house is falling apart, but with baling wire and duct tape,
the Cadre has managed to keep it upright for just a little while longer. They've
got a computer network set up on the top floor, and a lab for specimen analysis.
The resident Investigator keeps meticulous notes, and saves all of the physical
evidence that the Zealots gather while hunting. Downstairs, they've got a large
collection of handguns and shotguns as well as a couple of heavy weapons
(including a much-prized flamethrower). Out back, they've got two pickup trucks, a
black SUV, and a one-eyed Malibu without a muffler.
8. Quickstart
Ideally, the Director should be familiar with this chapter before the first game
begins. This will enable your group to jump right into gameplay with as little
preparation as possible. In this chapter, you'll find information on rapid
character creation.
Why the hell are the quickstart rules at the end of the player section? Good
question. The idea is, you've at least flipped past the rules for character
creation, magic, skills, and combat. Maybe you read a few of those pages as you
went.
Someone in your gaming group needs to know what the basics are prior to gameplay.
Since the rules aren't all that complicated, if one person (preferably the
Director) wants to skim through the player section and then read through this
quickstart, you should be able to get a game up and running pretty quickly.
8.1.1. One-shot
This first game should be a one-shot, a disposable session that has no impact on a
long-term campaign. You're just trying to get the group together and establish the
basic concept of Spite. The game's pretty straightforward: it's like a cop show, in
that you know you're the good guys, and the bad guys are out there, so you just
need to seek and destroy. Sure, there are some grey areas that you may encounter
later, but you can get into the politics of the war between Heaven and Hell later
on. For now, just go in there swinging, and try to get into the action as quick as
you can.
Don't waste a lot of time planning and debating during this one-shot. You can spend
a half-hour discussing security systems for the bank vault, or you can just cast a
spell and get in there (where you'll doubtless discover that some bank robbers got
there ahead of you, inevitably resulting in a pitched battle while the cops swarm
the place). The more time you spend chatting about strategy, the less time you
spend getting it on. Just react viscerally to the circumstances and see where it
takes you.
Skill 'em and chill 'em. You create a group of disposable heroes, quick-like, and
then scrap them at the end of the session. Since they're created for the one-shot,
and won't be used again, you don't have to spend a lot of time worrying about every
decision. Make up your character quickly, basing him or her on yourself if need be.
Don't spend a lot of time thinking up a cool name, or flipping through the spell
list. Use the rules in this chapter to whip up your characters, then discard (or
even Retire) them at the end of the session. If you want, you can recreate your
character for the next game (your first "official" session), using what you learned
during the initial one-shot.
The Zealot is a soldier on the front lines of The Last War. To create your
character, you'll need to determine Attributes, Skills, Spells, Weapons, Contacts,
Drive, and a Name.
Character creation should be done as a group. It's easier to get all questions
answered at the same time. Multiple copies of this book are helpful, but hardly
necessary.
8.2.1. Classes
There are three classes: Fighter, Investigator, and Sorcerer. All Zealots can
fight, use skills, and cast spells; classes merely represent expertise. So begin by
deciding which element of gameplay (combat, investigation, magic) most appeals to
you, and then select your class accordingly.
8.2.2. Attributes
8.2.3. Persona
Choose a Persona that works for your Zealot (there are five of them, starting on
page 49).
8.2.4. Skills
Double your Sense score. This represents the number of points you can distribute
between your skills. For example, if you have a Sense score of 2, you can
distribute 4 points among your skills. You can put all 4 points in Empathy, or put
3 in Empathy and 1 in Journalism. Whatever.
These are the skills you can select from: Charm, Computer Use, Crime, Driving,
Empathy, Hunting, Intimidation, Journalism, Linguistics, Medicine, Military,
Profession, Repair, and Science.
8.2.5. Spells
Double your Soul score. This is the number of spells you can choose for your
Zealot. The process of
selecting spells can be extremely time-consuming, so use the quicklist on page 82
to speed things up a little bit.
8.2.6. Weapons
Everybody gets a weapon from the list at the end of chapter 3, provided that it has
a cost of 4 or less. Just pick one weapon and go with it. Normally, the process is
more complicated, but we don't have time for that now. Skip the armor. Disposable
heroes, remember?
8.2.7. Contacts
Create two Contacts (people that you know, who can either help with investigations
or give you leads). They can't resolve issues or furnish hardware. They can offer
information and do favors for the player character. They should be helpful, but
should nonetheless be people of limited resources. For example:
* Police Officer (yes)
* Police Commissioner (no)
* DMV clerk (yes)
* Head of Department of Transportation (no)
* Private Jones (yes)
* Colonel Jones (no)
Normally, you'd work out the personalities and histories of each Contact with your
Director, but this time, just scribble a quick note about each Contact and worry
about the rest later.
8.2.8. Drive
This is one word that summarizes your character's raison d''tre. It's what keeps
you going: Justice, Revenge, Love, Faith, Hatred, Compassion, Adventure, Honor, or
anything else you can think of. During gameplay, you can invoke your Drive
whenever applicable. Your rules expert can tell you more about that later.
8.2.9. Combat
Your Combat score is equal to your Strength score (unless you're a Fighter, in
which case it's your Strength score plus 1). This is the number of dice you roll
during a fight, whether attacking or defending.
8.2.10. Name
Your character's name should be short, easy to remember and pronounce, and fairly
cool. But don't waste too much time coming up with something awesome, since this is
a one-shot. Last names work well, as do nicknames based on some aspect of your
character's appearance, persona, or history.
This isn't a real game session. It's a demo, a dry run. The purpose is to get you
used to the rules, and to make sure that your gaming group is firing on all
cylinders. This is an opportunity to discuss your process, and to establish a
framework for future gameplay.
8.4.1. Transparency
Your gaming group may decide that the Director isn't allowed to give hints during
gameplay, or that Fury awards should remain secret until the end of each session
(more on that in the Director section, so if you're a player, ask the Director), or
you may decide that out-of-character dialogue is strictly verboten in your gaming
group. Every group has its own standards. But during Quickstart gameplay, abandon
those standards. Focus on analysis while you play. Since you're trying to spend as
little time as possible during character creation, make sure that you're
asking and answering questions during the gameplay.
8.4.2. Negotiation
Ask questions about what's going on. Can I do this? Why or why not? What can I do?
How does it work for his character? What skills do you have? Try to learn about the
game while playing it. Of course, you want to keep the action going, so if there's
a lot that you want to know, you can always write it down and discuss it during the
postmortem (see below).
You also want to talk about the subject matter. What's your group comfortable with?
What are the boundaries for religious themes, or violence, or other subject matter?
How far is too far?
Normally, you try to keep your Zealots around for the next game. For this session,
though, you go all out. Take all kinds of crazy risks, pull all kinds of stunts.
Zealots are ballsy and more than a little loco. There's no room for timidity in
this game. With any luck, all of the player characters will go down swinging during
the Quickstart session.
You don't even have to close the case. It's more about getting a feel for each
others' gameplay style, and for the rules.
8.4.4. Postmortem
When it's all over, ask yourself what went wrong and what went right. What
discussions or information would have helped to streamline the process? What parts
of the game are still confusing? At this point, it'll probably be more helpful to
flip through the rest of the book, reading chapters in their entirety.
9. Appendix
Ammo: Rather than keep track of individual bullets, you just keep track of how many
firefights you've been in. Each weapon is only good for a specific number of
firefights, after which time you need more ammo or a new weapon. See page 139 for
more information.
Angel: A violent and dangerous creature from Heaven. There are at least three
castes that you know of: Seraphim, Ophanim, and Rephaim. There may be others. Your
mission is to hunt and destroy as many angels as you can. For more information, see
page 31.
Armor: Whether it's a bulletproof vest or ceramic plate, armor has a rating between
1 and 12. More information can be found on page 138.
Attribute: There are three Attributes: Strength, Sense, and Speed. Each has a score
between 1 and 6. Normal people have attributes of 1 or 2 (occasionally as high as
3, but that's rare). Zealots can have scores that are considered superhuman (up to
5 or 6). For more information, consult page 55.
Cash: Your Cash score represents the number of dice that you can roll when you're
trying to buy something. Everyone starts with a Cash score of 1. For more
information, see page 71.
Combat: The Combat score is usually equal to the Strength score, and represents the
number of dice that you roll when attacking or defending. For more information, see
page 134.
Contact: A contact is someone that your character knows, who can help with an
investigation or even trigger one. For more information, see page 66.
Drive: One word that describes your character's primary motivation. This can be
invoked during gameplay to garner an additional die. For more information, see page
66.
Fury: Each Zealot begins the game with 12 points of Fury. You can kill these points
to achieve certain goals during gameplay. If you fulfill certain non-essential
objectives while closing a case, you can earn additional points of Fury. However,
you can't have more than 12 points of Fury unless you're Retiring. For more
information about Fury, see page 69.
Judge (angel): Kritarch angels, also known as Judges, prey on humans, killing them
and/or feeding on them. For more information, see page 31.
Life: Each Zealot begins the session with 12 points of Life. If the score reaches
0, the Zealot must then Retire. For more information, see page 137.
Magic (score): Equal to your Soul score, the Magic score tells you how many spells
you get (twice your Magic score), and how many dice you roll when using a spell
(equal to your Magic score). For more information, see page 80.
Ophanim: An Ophan is a large and powerful angel. Not much is known about these, but
they are rumored to be incredibly destructive and hard to kill. The only known way
to survive an encounter with an Ophan is to use Maledictions, Deprecations, and
Blasphemies. For more information, see page 31.
Persona: This is a summary of your personality, and it also establishes your role
in the group's interpersonal dynamic. For more information, please see page 49.
Powers: Special abilities that are a result of your Persona or Class. Each time you
use a Power, it costs one point of Fury. For more information, see Chapter 3
(Persona, page 49, and Class, page 56).
Retirement: When the Zealot's Life score reaches 0, it's time to Retire. Death is
not immediate; the Zealot is able to close the case out with a bang. For more
information, see page 138.
Sense: An attribute which defines your character's intellect, education, and wit.
See page 55.
Seraphim: A Seraph is an angel sent to Earth to punish the wicked and save the
righteous. There are three ranks of Seraphim: Shadows, Judges, and Weavers. For
more information, see page 31.
Shadow (angel): Acronical angels, also known as Shadows, possess their victims and
force them to commit acts of violence. When fighting a Shadow, you can try to
exorcise it from the victim (or skell) by using an Anathema, or you can kill the
skell. For more information, see page 31.
Skell: Someone who's been possessed by a defiler angel. Skells can be innocent
victims or scumbags who had it coming. It's hard to say which is which until the
exorcism's over with. Your first priority is taking the angel down. Your second
priority is saving the skell. See page 30.
Skill: Reflects what your character used to do for a living. For more information,
see page 61.
Soul: An attribute which defines your character's spiritual fortitude and will. For
more information, see page 55.
Strength: An attribute which defines your character's power, speed, and endurance.
For more information, see page 55.
Stunts: By killing points of Fury, you can perform stunts that may help you turn
the tide of battle (or may get you fragged). For more information, see page 69.
Weaver (angel): Telarian angels, also known as Weavers, persuade victims to harm
themselves and others. For more information, see page 32.
9.2. Slang
Angel food cake: (noun) A corpse, particularly one that has been mangled by angels.
Case: (noun) An instance of supernatural activity that the Cadre must investigate.
Chalkout: (noun) A dead body.
Containment: (noun) The Cadre's policy of keeping the Last War a secret.
Daikaiju: (noun) Japanese, "large strange creature". Slang term for Ophanim.
Drop: (verb) To abandon one skell in favor of another. Some angels do this as part
of their patterns.
Merrin: (noun) A priest that tries to interfere with the Cadre's work.
Skeet: (noun) Physical evidence left behind by an angel; typically refers to liquid
secretions.
Veteran: (noun) A Zealot with more than three months in the field.
Visual: (noun) To have a visual on something means that one can see the object or
person in question.
9.3. Pronunciation
Abaddon - uh BAD un
Ablution - uh BLUE shun
Abnegation - AB neg a shun
Acheron - AK uh ron
Acolyte - AK uh lite
Alastor - uh LAS ter
Anamnesis - a nam NEE sis
Anathema - uh NA the muh
Anchorite - AN kuh rite
Apophasis - uh PAH fuh sis
Arcadia - ar CAY dee uh
Ascesis - uh SEE sis
Asmodeus - az muh DEE us
Aspersion - uh SPUR ziun
Baphomet - BAF uh mut
Belial - BEE lee ul
Benefice - BEN uh fiss
Calumny - CAL um nee
Canticle - CAN tuh cull
Catafalque - CAT ah fawlk
Catechism - CAT eh kiz um
Celestine - SEL uh stine
Cenotaph - SEN uh taf
Censer - SEN ser
Censure - SEN shur
Cilice - SIL iss
Credendum - kri DEN dum
Cruce Signati - CROO see sig NA tee
Crucifer - CROO suh fer
Dabar - duh BAR
De Profundis - day pro FOON diss
Denigration - DEN i gray shun
Desecration - DES i kray shun
Dolmen - DOHL min
Encolpion - en COLE pion
Epinoia - EP uh noy ah
Epiphany - eh PIF uh nee
Ex Cathedra - ex kuh THEE druh
Fiat Lux - FEE aht looks
Fortitude - FORE tuh tude
Gehenna - gi HEN uh
Genuflection - jen yoo FLEK shun
Gnosis - NOH sis
Hades - HAY deez
Infernus - in FER nuss
Intinction - in TINK shun
Kenosis - ki NOH sis
Lectisternium - lek ti STERN ee um
Lilith - LIL ith
Logos - LOH goss
Lustration - LUSS tray shun
Malediction - mal i DIK shun
Mephistopheles - mef uh STOF i leez
Monstrance - MON struhns
Nuncio - NUN shee oh
Obeisance - oh BAY suhns
Odium - OH dee um
Paraclete - PAR uh kleet
Penitence - PEN i tuhns
Rectorate - REK ter it
Rhema - REEM uh
Sacrist - SAK rist
Samael - SAM ay el
Sheol - SHEE ohl
Sigillum - SIJ il um
Sophia - soh FEE uh
Synod - SIN ud
Tartarus - TAR ter us
Theos - THEE oss
Thurification - THUR if i kay shun
Transubstantiation - tran sub stan shee AY shun
Viaticum - vahy AT i kum
Vigil - VIJ il
Vitriol - VIT ree ul
Vituperation - vahy too pur RAY shun
Votive - VOH tiv
Weltschmerz - VELT shmerts
10. Direction
The Zealot's rib cage is crushed by the impact, and there's no doubt in anyone's
mind: he's going to Retire now. With one last heroic effort, he hurls himself at
the angel and holds it at bay while the other two Zealots evacuate the nuclear
processing plant. They look back, and see their comrade strangling the angel even
as the massive containment shield slides down, obscuring him from view. Inside the
shield, the Zealot finally kills the angel. The room begins to blaze with white
light as radioactive gases flood the room. The Zealot leans against a wall, blood
spurting from his throat. He lights a cigar, puffs on it, and says something
pessimistic. Then he slumps to the ground.
The Cadre infiltrate the military installation through guile, magic, and brute
force. The team's hacker accesses the government network while the other two keep
an eye out for trouble. The hacker frowns. It doesn't make sense. The government is
creating an army of supernatural warriors...? The door flies off the hinges as four
soldiers charge the Zealots. The first soldier's jaw stretches unnaturally, and his
teeth split the gums wide open as they elongate and sharpen. The second soldier
holds out her hands, which meld into a single tendril of greenish flesh.
As the Director, it's your job to keep the action going. Yes, this is a game of
back-and-forth, where the players have the ability to describe their actions in
great detail. However, as the Director, it's your job to serve as the intermediary
between the characters and the world.
In this chapter, we'll cover the structure of gameplay, the quickstart process,
themes, extended campaigns, scene-setting, and world-building.
10.1. Overview
First, it's important for you to be familiar with the content in the Player
Section. Chapter 8, the Quickstart rules, will help you get your first game off the
ground, but it's still vital that you have an idea of where the major information
is located.
As the Director, your task is to get the Zealots from the initial Trigger to the
final confrontation, the Takedown. Typically, a standard series of events in a
Spite session goes something like this:
1. Trigger
2. Investigation
3. Conflict
4. Revelation
5. Takedown
The trick is to get from the Trigger to the Takedown in a way that's fun for the
players. Part of the difficulty stems from the fact that the players won't always
jump through hoops that you've set up. The best way to sidestep this dilemma is to
eliminate the hoops altogether.
Instead, think of the major settings in each scenario as scenes in a cop show, in
which the major characters are investigators who are trying to nail the bad guys.
The team moves from location to location, and each segment of investigation brings
them a little closer to the show's finale and the showdown with the serial killer
or drug dealer.
In a game of Spite, the Zealots begin with a Trigger, then proceed through stages
of investigation to the final showdown with the angel, resulting (presumably) in a
Takedown.
The Trigger can come from any source, including Monitors, Contacts, or Non-Player
Characters (NPCs). The Trigger is a small and cryptic indication of angelic
activity. It can be a scrawled note, a voice message, an e-mail, a clipped
newspaper article, a personal visit, a blood sample, or a vision. More often than
not, the Trigger will be provided to the Cadre by the Monitor, particularly during
the first few missions. He may call them with some information, or he may summon
them to a meeting, or he may send them an email.
The Trigger never tells the whole story. If the newspaper article talks about a
ritualistic murder-suicide, the Zealots should get the idea that there's more to it
than that. If a Contact tells the Zealots about a relative who's acting strangely,
there's bound to be a complication of some kind -- a case of angelic possession,
for instance, or involvement in the Genstruct program. The Trigger should present
the tip of the iceberg.
The Trigger requires immediate action. The situation should pose a threat of some
kind, either to the players or to innocent people. It should be clear that
someone's life hangs in the balance. A sense of urgency is vital.
TRIGGERS
Here are three places where you can choose to Trigger an investigation:
1. Before: The angel hasn't done anything yet. The Monitor gives the Cadre a clue,
or they get word of a strange sighting that the police are dismissing as nonsense,
or they otherwise find reason to investigate. But nothing's happened yet, so while
they're over here, the angel is over there, and it does something, so they check it
out, which brings them to the next location, and with each one, they get closer,
until the showdown.
2. During: The angel strikes, and it makes the news. At the scene of a horrendous
bloodbath, neighbors tell the cops that some child saw a hideous six-legged monster
climbing up the side of a building. Authorities, though skeptical of the report,
are on the lookout for an animal which may have escaped from a private zoo.
Whatever the case, the Disciples get involved after the bodies have hit the floor.
3. After: The whole thing went down. The angel went on a killing spree, and the
bodies are all piled up. Think of a terror cell or a serial killer that has just
struck again. The investigators (cops or federal agents) kick open the door to the
apartment. Inside, they find maps, notes, random scribblings, photographs tacked to
walls. The same principle applies here. The angel has already picked out its next
target, and there are cryptic clues that point to this somehow. This approach is a
little like #1, except that this time, the Cadre gets to see the angel's handiwork
(which should usually include one or two pieces of evidence) before the
investigation begins. The clues won't lead the Cadre to the angel directly, but
they'll put the team on its trail.
The Trigger should point to something or someone. A person, place, or thing should
be part of the Trigger. At least one course of action (preferably several) should
be obvious to the Zealots. For instance, a Trigger might come in the form of a
tearful testimonial from a woman whose spouse appears possessed. This may be
presented to the Zealots directly, or they might get a call from a Contact on the
force, who knows one of the members of the Cadre from a past case.
Either way, the players can elect to ask further questions of the woman, visit her
home and examine her husband, or try to follow the woman around and learn a little
bit about her before just walking into her home. These three actions can generate
further leads, or combat scenarios, or new dilemmas (for example, they arrive at
the home, and the husband is found dead in the kitchen, two bullet holes in his
back).
The Trigger should be part of a story. There should be a series of events leading
up to the Trigger, and there should be a list of possible outcomes. For instance,
in the case of a woman whose spouse is possessed by a Xaanuath, it could be that
the wife was unfaithful, and the husband never forgave her. If the Zealots don't
act in time, the wife will probably be mutilated, and might be killed.
If the Cadre reaches him in time, this can be averted. But if they drag their heels
while investigating, they might get to him after he kills his wife, but before he's
had a chance to kill anyone else. The Cadre's actions should influence and
determine the events that unfold around them, but there must be a logical chain of
consequences before and after the events of an episode.
10.1.2. Investigation
When the Zealots arrive at the first scene, the investigation begins. This may
entail the use of skill to question people (such as using the Charm skill to get
information from a police officer). The Zealots might also use their magic to
gather information; spells like Confessor and Catechism can be extremely useful
during the Investigation phase.
In all of these cases, the Investigation segment requires that a Director have some
information to divulge. But it's not necessary to point the players in the location
of the angel (or its possessed victim) right off the bat. In fact, this can be an
extremely bad idea, as it will rob the scenario of its mystery (after all, the
players are going to be wondering what kind of enemy they're up against), and it
will also probably result in a much shorter scenario that you anticipated. It's
good to provide some insulation; the angel may be working with a lesser entity,
such as a Rephah; or it may be using humans to do its dirty work, such as a cult or
other faction. As the scenario progresses, the Zealots will close the gap, building
tension.
During the Investigation stage, the Zealots are often impeded by NPCs with hostile
intentions. These NPCs are, for whatever reason, opposed to the actions of the
Cadre, and are prepared to respond with deadly force. Consider the following
scenario:
An angel has possessed a member of a crime syndicate. Using his body, it has
murdered his family, and has also attacked people affiliated with a rival
organization. Essentially, it's finding every significant person in his life and
murdering them. Eventually, the angel will grow tired of the game, and will abandon
the body, leaving the victim to face the consequences of its actions.
The Zealots are trying to find the angel and perform an exorcism so that they can
kill it. However, the mobster has friends and enemies who are trying to find him as
well. If the Zealots start poking around crime scenes, or visiting the possessed
man's home, these mobsters are going to get suspicious. They may assume that the
Zealots are federal agents, or members of another crime family. Either way, they're
going to be aggressive, and will probably dismiss anything that the Zealots say.
The likely outcome of any Investigation is going to be Conflict.
MULTIPLE ANGELS
As the Cadre becomes more powerful, it's possible that they'll go up against
multiple angels. How do you handle the evidence?
For scenarios with two or more angels, be sure to indicate which physical evidence
is found at what location. Be sure that each piece of evidence is tied to a
specific angel, and keep track of it. Make sure that there are separate records
kept for the angels in question so that you don't confuse the players.
10.1.3. Conflict
The NPCs that menace the Zealots during an investigation are going to be ordinary
people, for the most part. They use guns, they use fists, they use makeshift
weapons like baseball bats and pool cues. But they do pose a threat, because they
tend to attack in groups.
The style and frequency of Conflict will vary from session to session, but it's
always good to have at least one major fight in each game of Spite. The Conflict
session is a good way for the players to spend Fury (then earn it back by
completing
secondary objectives), and it allows them to blow off some steam. Nothing like a
good barroom brawl or back-alley shootout to get the adrenaline flowing.
NPCs who pose a threat to the Investigation can take many forms, including:
criminal organizations that perceive the Zealots to be law-enforcement agents or
rival criminals; hate groups like white supremacist organizations and neo-Nazi
outfits; crooked cops or federal agents, who fear that the Zealots will expose
them; and angel-worshiping cultists who know about the Zealots and want to stop
them.
All of these groups have common ground: they're all on the wrong side of the law,
and they all perceive the Zealots as a direct threat to their goals. These groups
aren't going to want to negotiate, and if their initial attacks are repelled, it's
conceivable that they're going to come back with better weapons, in larger numbers.
After all, no matter how heavily armed, a normal person against a Zealot just isn't
much of a fight. The average person has Attribute scores of 1 or 2 (maybe a 3 in
there somewhere), so a Zealot should be able to make short work of an ordinary
antagonist without even resorting to magic or Fury.
But when the reinforcements arrive, equipped with heavy weapons, or when the
Investigation brings the Cadre into conflict with a well-funded faction, such as a
government agency, then the threat will become real; body armor, assault rifles,
and tanks will even the odds considerably.
Furthermore, as the characters get more powerful, they're likely to encounter well-
trained enemies. Instead of mob enforcers with knives and pistols, they'll go up
against assassins with sniper rifles and grenades and combat scores of 3, 4, or
even 5.
10.1.4. Revelation
Each bout of Conflict should end with a Revelation of some kind. This is what the
Investigation segment should lead to. If the Investigation produces a clue, and the
Conflict scenario presents an obstacle, then the Revelation that follows should be
an extension of the two that leads to a new round of Investigation (or to the
Takedown).
For example, a Revelation might include information about the location of the
skell, or clues about the relationship between a skell and the violent NPCs that
the players keep running into. If the angel is a Judge, then the Revelation might
be physical evidence that helps the players narrow down its location (since Judges
tend to be territorial).
If the angel is a stalker, the Revelation could be a clue that points to a common
ground between various murders, or a piece of evidence that uncovers the location
of a missing person's body.
The Revelation is a new piece of the puzzle, some information that points to the
next stage of investigation.
10.1.5. Takedown
The Takedown is the final stage of the case, and consists of a battle between the
Zealots and the angel. On the one hand, the Zealots should be somewhat battered.
They've been fighting NPCs, and they've probably taken some hits.
Typically, the Takedown comes into play after the players have experienced all
previous segments of a case. In some cases, the players will go through the pattern
more than once.
For example:
Trigger: The Zealots are contacted when police find a drug lord nailed to an
inverted cross in a whorehouse.
Investigation: A Zealot casts Cenotaph and learns that the victim was killed by a
twelve-foot entity with fangs and claws.
Conflict: The crooked cops turn their backs as the drug lord's henchmen attack the
Zealots, thinking that they're FBI agents.
Revelation: One of the captured henchmen reveals that the drug lord's death is the
latest in a series. A rival organization's boss was murdered last week.
Investigation: The Zealots hit the other boss' mansion for clues.
Revelation: The Zealots find claw marks and other evidence in the room where the
boss was killed. There are clues suggesting that the mob boss was killed by someone
that he knew and trusted. Possibly a woman.
[Continue the Investigation/Revelation loop. When the Zealots hit locations, they
find evidence. When they visit Battlefields, they encounter armed resistance, then
find more information. Finally--]
Takedown: The final showdown involves Zealots, the last remaining drug lord and his
private army, and the angel itself
In this case, the first Conflict led to a Revelation, which pointed to a new phase
of Investigation. After the cycle had been repeated, the team moved to the final
battleground for the Takedown.
The length of the session is going to depend on the scope of the scenario.
Basically, it's conflicts + investigation + takedown = duration. The more conflicts
and investigations you throw in there, the longer the session is going to last.
Multiple encounters with cultists, drug dealers, or associated bad guys, plus
numerous clues scattered through various investigation sequences, and you've got
the makings of a multi-session adventure.
Generally, a single session will probably last between two and six hours. If it
lasts longer, consider an intermission during which the Zealots recover Fury and
Life before going back into the fray.
Zealots are the stars of the show. Contacts are the people that they know, who can
furnish scenario triggers or help provide information. NPCs are the ordinary people
that the Zealots encounter during an investigation. Some of them are enemies, and
some of them are in need of protection.
The Zealots are the focus of the game. This doesn't change, ever. The characters
are the heart and soul of Spite, and if the players don't relate to them, there's
no point in going on. If the characters get into a crisis situation, the players
need to care about the outcome, or there won't be any tension, and the game just
won't be any fun at all.
Take time during character creation. Get involved, and be sure to explain
everything carefully. Make sure you answer player questions and present them with
all their options. After all, it's your team, too. Set aside an entire game session
to create the Zealots, and familiarize yourself with how characters are created.
Chapter 8: Quickstart is located near the end of the Player Section because you
don't want to start there. It seems odd, but you want to read that chapter after
you've read everything else, so that you can walk the
players through the process without hiccups or awkwardness. First impressions
matter.
While it's important to have notes, also be sure to keep an eye on the players
during a game. Are they involved? Interested? Bored? Waiting for something to
happen? Trying to get a word in edgewise? Keep your finger on the pulse of the
game, and make adjustments as necessary. If one of the players is bored and
frustrated because his character's skills just aren't called for, and haven't been
used in some time, shine a spotlight on him. Bring in a Contact, a clue, a
challenge -- some opportunity to role-play, and to get involved. Let the players
contribute to the story, and take your cues from them whenever possible.
10.2.2. Contacts
Contacts belong to the players. As the Director, you can't kill off a player's
Contact. That's a job for the player, and for no one else. Use Contacts to move a
story along, but don't overuse them. Let the players know that they're in control
of their Contacts, and that they need to be willing to turn to them in a time of
crisis or confusion.
Contacts make great story hooks. It's okay to use a Contact that way, provided that
the players are still the focus of the story. A Contact can call one of the Zealots
in the middle of the night to say that she hears screams coming from the apartment
upstairs. After that, let the Contact recede into the story, unless summoned by the
player. Don't have the Contact barge in on the Zealots as they're examining the
corpse in the apartment upstairs. That's the player's call.
Instead, let the Zealot email or call the Contact to ask for a description of her
neighbor. If things grind to an absolute halt, you might have the Contact call the
Zealot on her cell phone, but remember to let the player take the lead after that.
Contacts add flavor. If the Zealots' Contacts are terse and hard-bitten, then
that's how the game will feel. If they're light-hearted and prone to banter,
they'll lighten the story and the tone. If you inject the Contacts with charm and
glee, or misery and angst, make sure that it's what the players had in mind, or
else things might get awkward. Talk to your players about their Contacts. Get them
to tell you about the Contact's background and personality.
10.2.3. NPCs
NPCs are just the ordinary people that the players can interact with. Some are
helpful, some are enemies; some are good, and some are evil.
Low-level NPCs can make good cannon fodder. Gang members, neo-Nazis, drug dealers,
crooked cops, hitmen, and drunken mobs are all good practice for Cadres. These
fights allow Zealots to develop combat strategy, which comes in handy during the
Takedown.
These NPCs are not necessarily going to pose a direct threat to the Cadre. One or
two thugs with pistols are easy prey, even for Zealots that aren't Fighters.
However, NPCs can pose indirect threats. For instance, a man with a gun can kill an
innocent person -- the Zealots will need to move quickly to prevent a tragedy. He
can push a button, sounding an alarm, making it harder to infiltrate a military
base. He can yell for help, summoning reinforcements. He can detonate a bomb,
killing hundreds of victims a mile away. In this way, ordinary NPC humans can still
create tension (threat) and a sense of accomplishment (resolution) for the group.
Make sure that some of them are sympathetic characters. Remember that almost every
angel inflicts pain on an innocent. These NPCs are tangled up in complex
situations. Frequently, they are involved in scenarios that must be resolved. A
child whose mother is possessed by an angel can't just be taken to safety.
Something must be done with the mother. Whether she is killed in combat, or freed
from angelic possession by exorcism is up to the players, but something must be
done to fix the problem.
10.3. Interaction
You're there to help the players get the most out of their characters. Encourage
them to try to tie their Drives into challenging actions, and remind them to employ
dramatic descriptions to get the extra die for being cool.
Negotiate boundaries and stick to them. Before gameplay, talk about out-of-
character discussion, chatter, jokes, and phone use. Establish rules about all of
the above, and stick to them. Make sure the players understand and agree to all of
these rules. If they have to remind you of a rule, accept the reminder gracefully,
and move on. If you've all
accepted these rules, and abide by them, the game will be a more pleasant
experience for all involved.
Establish limits for subject matter. Discuss sex, violence, profanity, and
blasphemy with your group, and make sure that everyone is aware of what's
appropriate (or inappropriate) for you. If necessary, establish a film rating (PG-
13, R, NC-17) and stick to it. If people feel uncomfortable with the subject
matter, the game won't be fun for them. It's as simple as that. So be vocal before
the game starts, and once it's commenced, don't explore any grey areas.
Be organized and efficient. Few things ruin a game faster than a Director who's
misplaced his notebook, or who can't remember what happened last week. Take notes,
keep them handy, and keep track of what's going on in the game. A couple of
notebooks and a pack of post-it notes are all you really need.
Don't expect anything specific from players. If you've got a scene in mind that
requires a Zealot to crash through a certain door, rewrite that scene. Now. There's
a really good chance that the Zealot's going to pick the lock, climb through a
window, or shoot off the doorknob, complicating your scene.
It might even prompt you to try to "railroad" the player into crashing through the
door anyhow. It's awkward and frustrating when a player feels that he must jump
through hoops to resolve a situation, so don't create that sort of tension. Accept
the fact that players are unpredictable, and learn to avoid scenarios that require
one specific action that must be performed.
10.4. Opponents
The nature of the opposition is going to vary pretty wildly from game to game, but
over time, you may want the bad guys to evolve in order to keep up with
LOCATION, LOCATION, LOCATION
The players need to help design the setting. Have the players consider and answer
the following questions about the town or city where the characters live and work:
After that, the players need to design their base of operations. Have the players
consider and answer the following questions about their home: Do they live in a
house, or an apartment? Separate bedrooms, or a barracks? Is there a weight room? A
laboratory? A dojo? A large kitchen? A library? A war room with a map of the city?
A weapons locker? A study? An evidence room?
The home base needs to be described completely, in serious detail. The players need
to be able to visualize it, so that they know what can and can't be done at home.
The base of operations is sacred. Unless the players deliberately invite trouble
into their home, they'll never be attacked inside their base. It's a safety zone
that allows them to regroup, recharge, and reconsider.
For a quickie one-shot, it's good enough to throw some thugs or dope dealers or
crooked cops at the player, then let them take down an angel at the end of a
session. Think of it as a cop show: you know that before you get to the big guy,
you have to take down some low-level muscle first. Same principle.
Over time, you want to keep track of which angels you've already used (and maybe
which tough-guy opponents, as well). You don't want to get repetitive, particularly
when part of the fun is trying to figure out what kind of angel the team is dealing
with. For extended campaigns, you might want to use modified versions of existing
angels, just to keep the players off-balance.
For extended campaigns, you'll want to introduce recurring enemies. For example,
your Cadre may lock horns with a particular cult, or a government organization that
keeps interfering with their plans. Over time, the Zealots' enemies may also become
more dangerous, switching to heavier weapons, or developing more sophisticated
combat skills.
10.5. Pacing
Keeping the action going is all about starting big, moving the action, and picking
up the slack when the session starts to slow down. What's more fun, a three-hour
session of wall-to-wall skull-busting and car chases, or six hours of bickering,
planning, and negotiation? Keep it moving, and you could get a short, mean game
with lots of gore on the walls. That's what players remember, years down the line.
Start with something memorable. A dead body, a suicide note, some gruesome
evidence, an explosion, an exchange of gunfire, a horrific act of mass destruction
that's heard for miles around. Don't be coy, bust
out the big guns right at the beginning. Angels are not always subtle.
If things are slowing down, speed them up. Blow up a building, or have a dead
person try to run the players down in a stolen car. Have the nearest pay phone
ring. Make sure it's a skell on the other line, or someone being eaten. You don't
have to explain or justify it. The players will do that on their own. They'll come
up with explanations and conspiracy theories that will blow your mind. Roll with
it. They're the stars of the show, after all. You are the kid with a stick, poking
at a hornet's nest to see if something interesting will happen.
Time for the first game. You only get one chance to make a first impression, so be
sure that you know the quickstart rules inside and out, have some solid pregens on
hand, and have all scenario information printed out and ready to go.
You want to be comfortable with character creation, and you should have an idea of
where to find information like descriptions of spells and skills. During this
character creation process, you also want to communicate the basics of gameplay,
including combat and spellcasting. Nothing too complicated, just the fundamentals.
Make 'em and break 'em. You don't want the players to create permanent characters
for the first game, or they'll be flipping through the spell descriptions all
night. Tell them they're playing a one-shot game with one-shot characters, and let
them know that these characters won't be coming out of this one alive. Number one,
this establishes the light-hearted and optimistic nature of Spite pretty
effectively (You're all dead meat!). Number two, it (hopefully) ensures that
they'll move a little faster through the chargen process.
ANTHROPOMORPHIZING ANGELS
Angels don't have jobs. They don't watch TV. They don't wonder aloud if they should
order dessert. They don't read celebrity gossip magazines. Sure, they might pretend
to do these things, when they're trying to pass for human beings. But really,
they're just mimicking our behavior, and they're really just trying to get close to
their prey.
It's not unlike Macrochelys temminckii, the Alligator Snapping Turtle. The turtle
lies still, with its mouth open, and it wiggles its tongue, which looks like a
little bit of food. When a fish swims up to investigate, the turtle's jaws snap
shut, and the prey is consumed. The turtle doesn't think about how clever it is,
and it really doesn't have any opinions about the fish that it consumes. Angels
function in the same way.
They don't enjoy what they do, they do it because they are engineered to do it.
They're smarter than animals, but they're not human beings. They should feel alien,
they should make people uncomfortable (even when posing as humans, they should
feel... wrong, somehow).
Think of the angel as the snapping turtle, and humans as the unwary fish. The
angels don't feel bad about the agony that they inflict. It's just the natural
order of things.
When the first game's over, it's a good idea to create new characters on the spot,
if time permits. The game session will be fresh in everyone's mind, so they're
going to remember what they liked and hated about the characters they were using.
Jot down your thoughts and responses during gameplay. Make a list of high and low
points during the game session, and note areas that require clarification, such as
specific rules questions. After gameplay, you may want to lead a short postmortem
on the game, while it's still fresh in everyone's mind. What worked? What things
needed to be looked up? What subject matter was a little too extreme (if any)?
During the first game, the goal is to wipe the player characters out. It's not just
your goal, it's everyone's goal. The players need to be in on this. It would be
cool if they could all Retire at once, but that's not necessary. It's just
important that however the session ends, the characters aren't going to be reused.
However, you must be merciful. You can't make the players feel like chumps. They're
like the Spartans: doomed yet kickass. Let them have their glory, and don't fight
them. They can die, but you can't actually oppose them. If the first experience
with this game is frustrating, they're less likely to come back for more.
10.7. Scenarios
Creating scenarios for Spite requires the ability to roll with punches and go with
the flow. You can't predict what the players are going to do, and you can't force
them to do what you want. You need to get comfortable with is the idea that it's a
group effort, and plotting a linear scenario isn't going to work in a game like
Spite.
Each scenario consists of a number of elements that you should determine before the
game session begins. It's great if you have these elements committed to memory, but
it's also okay if you just have them written in a notebook or on your computer. The
important thing is that you can bring up this data during the game, so that you can
continue the flow of response and description.
The angel is the focus of the session, and its destruction pretty much signals the
end of the scenario. The nature of the angel determines a great deal about the kind
of scenario that your players will be facing.
10.7.1. Objectives
There are three or four secondary objectives found in each scenario. The first
priority is always the takedown of the angel, but secondary objectives usually
pertain to the ordinary people and their problems. Secondary objectives include
directives like:
* Shut down mob operation
* Rescue police officer
* Prevent murder-suicide
* Return stolen jewelry
* Prevent car bombing
* Rescue Senator from assassins
Each time the players complete an objective, each Zealot in the Cadre gets 3 points
of Fury (as always, the maximum Fury score is 12 unless a character is facing
Retirement). You can make objectives worth more or less Fury if you want to make it
easier or
harder. You can also vary the number of objectives, naturally.
These objectives are secondary because they're not critical to completing the
primary objective (taking down the angel). As such, it's possible to resolve a case
without completing any of the secondary objectives. It's up to the players.
When a session is complete, you may want to discuss the objectives with your
players, to let them know which ones they didn't complete. On the other hand, they
may not want to know. Either way, they'll know about the completed secondary
objectives right away, because you'll tell them when they get 3 points of Fury
during gameplay.
10.7.2. Trigger
The trigger is the element that kicks off the scenario, usually in the form of a
tip from the Monitor or from a Contact. You'll want to document which kind of
Trigger is featured in your scenario.
10.7.3. Situation
The situation can consist of a few lines or several paragraphs. It outlines the
events leading up to the players' involvement in the scenario, and establishes the
various locations, threats, and major characters. It lists everything that happened
just prior to the Cadre's involvement, and it outlines the things that
will happen next, unless the Zealots resolve the case.
10.7.4. Evidence
During the course of an investigation, the Zealots will find evidence alerting them
to the nature of the angel that they're hunting. This can take a number of forms,
including recordings (audio files, video surveillance, photographs), eyewitness
testimony, physical evidence (slime, teeth, claws, scales, hair, feces), and wounds
(on the bodies of the living and the dead).
Prior to gameplay, you want to determine what pieces of the puzzle will be
available, and scatter them throughout the various locations and battlefields
(mostly locations).
10.7.5. Locations
Locations are places that the Zealots will investigate. They'll find bodies, clues,
evidence, and information. But they won't find trouble. The only characters that
the Cadre interacts with will be neutral or friendly. Hostility on the part of the
Cadre can change this, of course.
10.7.6. Battlefields
Battlefields are just like locations, but they feature less evidence. In addition,
the characters encountered in battlefields tend to be predominantly hostile. In
general, poking around a battlefield results in a fight. There's no way for the
players to know whether a mansion is a location or a battlefield until the bullets
start flying.
10.7.7. Characters
The players will interact with a number of characters, some of whom are being
victimized by an angel,
and some of whom are merely victims of circumstance, coping with some other tragedy
or trauma. These characters tend to comprise the majority of the secondary
objectives. Here, you'll list all of the main characters in the scenario.
10.7.8. Hostiles
Hostiles are characters found in specific battlefields, and they'll attack the
Zealots on sight. For example, the Zilant enforcers are found at this warehouse,
and the dirty federal agents will be hanging out near their safehouse downtown, and
so forth. These hostiles are tied to specific places, where they �wait' for the
Zealots to show up so they can fight.
Hostiles are the cannon fodder of Spite. They exist to get the daylights beat out
of them by the Zealots.
They are also angel food. More often than not, the Takedown starts in the middle of
a fight with some hostiles, in which the angel manifests and promptly eviscerates a
hostile to make its presence known. This can result in some pretty interesting
firefights (of course, remember that everyone hates the Cadre, so if you've got an
angel battling a group of mob hitmen, they should all eventually turn to the
Zealots and open fire).
A complete list of generic hostiles is found at the end of chapter 13, but if you
read through the faction descriptions in that chapter, you'll find some more
challenging opponents for the Cadre.
10.7.9. Resolution
Each scenario has a single primary resolution: the destruction of the angel. But
there are numerous ways that the scenario can play out, and the resolution section
outlines some of the more likely possibilities.
10.7.10. The Death Spiral
The death spiral is a depiction of the most significant elements of the scenario,
and can help a Director keep an eye on the locations, battlefields, objectives,
evidence, and hostiles. It includes all of the aforementioned elements, and serves
as nothing more than a convenient way to document these story elements.
You don't need four locations and four battlefields. Feel free to mix it up. The
important thing is that each place leads to at least one other location or
battlefield (preferably, each place should point to two other places, so that the
players never reach that dreaded dead end).
10.8. Campaigns
More than just a sequence of scenarios, the campaign drives the Zealots deeper into
a complex situation that they understand only over time. It culminates in a major
revelation, and it requires some significant action on their part.
A campaign begins as an ordinary scenario, but the information presented during the
adventure will eventually lead the Zealots closer to the final act. Think of the
campaign as a large version of the Death Spiral, but instead of locations, you've
got scenarios. Those on the edge, farthest from the finale, are just the tip of the
iceberg. These are ordinary sessions in which the Zealots get the Trigger, they
investigate, and they destroy an angel.
In the next layer, as the Zealots work their way towards the center, they start to
learn more about the conspiracy or puzzle at the heart of the campaign. Then, after
they've worked their way through these, the campaign's finale transpires. Here, all
information is revealed.
EXAMPLE CAMPAIGN
In the first scenario, the Cadre is investigating unusual sightings downtown. They
are attacked by a group of mercenaries. The Zealots win the firefight, and gather
some clues from the mercenaries' corpses. Then, the Zealots find an angel haunting
a church; it's killed a few people. This is the subject of their investigation, so
they dispatch the angel. The whole thing takes four hours, and there's more to it,
but this is a short version of their particular gameplay experience.
In the second, third, and fourth scenarios, the pattern is more or less repeated.
The Zealots investigate angels. They hunt and kill the angels. Along the way, they
run into the standard enemies: crooked cops, criminals, sociopaths, terrorists, and
so on. Every so often, the Zealots find a clue that points them towards a company
called Tigris Laboratories. However, all attempts to learn more about this company
are a dead end. But just by poking around, they've attracted more attention.
In the fifth, sixth, and seventh scenarios, the Zealots go up against some heavy
hitters. An Erel hunts them. They are attacked by a group of half-breeds (FATES
Operatives, or Genstructs, perhaps). The Erel is acting alone, as usual; but the
half-breeds are employees of Tigris Laboratories. Under interrogation, one of the
half-breeds admits that they were sent to capture or kill the Cadre.
In the eighth and ninth scenarios, the Zealots decide to turn the tables and take
the initiative against their enemies. They set traps, and they ambush the half-
breed soldiers sent to attack them. Then, they let one escape, and they track him
to a facility in the country. There, they learn some more information about Tigris,
including where their compound is located.
In the tenth scenario, the Zealots attack the compound, where they learn that
Tigris is trying to create a new army of half-breeds by injecting ordinary people
with Zealot blood. A bloody battle ensues, which culminates in a horrific three-way
war when a scientist panics and releases all of the caged Rephaim; the Zealots,
half-breeds, and Rephaim all tear into one another, and finally, the Zealots are
the only ones left standing.
But as they're investigating the blasted ruins of the facility, they find a piece
of information on a computer. It turns out that the head of research at Tigris used
to work for a company called BioLogical, and he knows something about the Zealots.
Specifically, he knows the truth about their Monitors...
10.8.1. Goals
Your goal for a campaign shouldn't be a specific resolution ("The Zealots learn
this information and then they do this and that..."). Instead, you should be aiming
towards an opportunity for action, which must be resolved in some way ("The Zealots
learn this information, and then must decide what to do; some of their options
include..."). If you always bear this in mind, then you'll be better equipped to
respond to the decisions that they make (which will be different from the decisions
that you would have made), and you'll also create situations that could be resolved
in a number of different ways.
When you create open-ended situations like these, you cause some degree of tension.
After all, if there's one way to fix a problem, and it's obvious, then there's no
tension; but if there's a problem that might be resolved in a number of different
ways, then there's no way to be sure that you're pursuing the best plan of action.
This kind of stress is healthy; when the gaming group has a choice to make, it
requires some discussion and debate, which gets them more immersed and involved in
the game world. After the choice has been made, and the situation gets resolved,
there's a sense of accomplishment that transcends what would be felt had they just
jumped through some prepared hoops without any kind of choice or risk.
10.8.2. Progression
However, if the escalation takes place immediately after a transition in power for
the Cadre, then some of the thrill is lost. For example, the group takes out a
bunch of low-level human opponents and a few angels. They save up their Advancement
and then they spend it all on a powerful War Machine. If you then reward them by
throwing a bunch of extremely powerful enemies at the team, then they don't get to
feel the power and authority that they now wield.
Instead, let them continue to face the low-level threats for a little bit. When
they bust out the War Machine and they completely wipe the floor with a small army
of drug dealers or terrorists, you let them enjoy the glory. This gives the team an
opportunity to feel that sense of accomplishment that they've earned.
Then, you can gradually escalate the enemy threat level, building up the tension
and menace. Eventually, the Zealots will outgrow these as well, requiring you to
turn up the intensity yet again. This can be accomplished by increasing the number
of hostiles, or by making the hostiles more powerful.
Low-Level Situations
The Zealots are new to the situation. They have powers and skills, but they're not
adept at wielding them. Maybe they go up against a Rephah or two before you finally
throw a Seraph at them. Their human opponents are dangerous in large groups, but
the Zealots never encounter more than three or four at a time. They fight against
drug dealers, neo-Nazis, smugglers, bank robbers, corrupt police officers, and gang
members.
Mid-Level Situations
Now, the Zealots have a better handle on things. They know how to use their
abilities, and they're working on putting together some special items via
Advancement. Now, they're facing more competent human enemies, such as assassins,
bounty hunters,
crime lords, cultists, and secret societies. While still dealing with Rephaim and
Seraphim, they might also start dealing with half-breeds at this time.
High-Level Situations
The Cadre now faces powerful organizations, such as government agencies and crime
families. These groups can throw small armies of ordinary humans at the Zealots,
but they can also deploy half-breeds like FATES Ops and Genstructs. The Zealots can
also become targets, rather than hunters: they may get stalked by Erelim. Worst of
all, they may be summoned to a city just before the arrival of an Ophanim.
Once you've gotten the hang of directing a game of Spite, you may want to consider
experimenting with a couple of advanced techniques: scene setting and world
building. These are techniques that require a substantial amount of player
contribution, so you will definitely want to discuss this with your gaming group
prior to incorporating these into your game.
Scene setting can be a powerful tool that adds unexpected twists to a situation,
and it is a good way to keep the players immersed in the game world.
When using this technique, you start to describe a situation or setting, but then
begin to ask specific and pointed questions of the players.
For example, the Zealots may tell you that they want to check out the condemned
building. Inside, they decide to sweep the area for clues or information. You tell
them that they're standing in an empty office with worn grey carpeting. The
acoustic ceiling tiles overhead are missing, and they can see the
HVAC wiring and pipes overhead. Everything is quiet and covered in dust. And in the
corner of the room, there's a mangled corpse. Then, you start to ask questions:
More narrowly-focused questions can make it easier for players to get into the
spirit of scene setting. By telling them what they're looking at, then asking for
one or two key details ("A name is written on the wall in blood -- What's the
name?"), you get them involved in the process, and you make it easy for them to
participate.
The more narrowly-focused the questions, the easier it is for the Director to
incorporate content into a scenario. More open-ended questions ("What's
inside the coffin?") can be a challenge, because there's absolutely no way to know
what the players are going to say ("Jimmy Hoffa's corpse! No, wait, it's a six-foot
cybernetic tapeworm with a penis!").
World building is a mini-game that can be played at any time in a campaign. Before
starting a scenario, explain the rules to your players and use the mini-game to
create a world that the players have some stake in, as co-authors.
Each player gets 5 points. You can spend points (or earn points back) by assigning
people to the world, and also by assigning them attributes. Each player (including
the Director) can contribute one item (from the list below) per turn.
This process doesn't need to continue until all points are used up. Once the group
has spent a few rounds
on this process, you're bound to have a pretty interesting group of characters that
you can now flesh out and incorporate into the game. Rather than dropping
completely new NPCs into the mix, you'll now be adding characters that the players
know a little bit about.
Though they haven't established much about Stephanie Brogan, they do know that
she's a principled district attorney who's not afraid to destroy a corrupt
politician if he's crossed the line; and they know that she's been targeted by an
underworld assassin.
This mini-game is something that you don't want to drop on novice players, as
they've got enough to get accustomed to. But if you've been playing some one-shots,
and you want to start gearing up for an extended campaign, this can be a good way
to signal a shift in gears.
For example, you can run a series of adventures in which a group of half-breeds (a
Genstruct, a FATES Op, and an ANGELS Op) are on the run from the government. They
face Rephaim, Seraphim, and evil half-breeds like Hellions and Saviors (as well as
other man-made half-breeds).
Or you can play a game in which the players are supernatural investigators. Maybe
one of them has a few points of Fury that can only be used for psychic or
telekinetic attacks, and perhaps the other is a sorcerer who knows 2 spells. They
mostly lock horns with the Monsters listed at the end of chapter 12.
Or perhaps your gaming group doesn't care for the blasphemy, so the angels are
actually demons, and the backstory is edited somewhat to make it more
palatable for your and your players.
Or maybe you want to role-play the way that your Zealots crossed the White Line. In
this case, create ordinary humans (distribute 6 points between your attributes) and
give them some gear, then turn them loose. Maybe they're common criminals on the
run, or a group of soldiers on duty in the Middle East, or a bunch of paranormal
investigators.
Regardless of what they do, they become aware of supernatural activity and resolve
to do battle with evil. They fight a Rephah, or maybe one of the weaker Monsters.
Then, just as things are going well, they're attacked by a Seraph and torn to
pieces. When they wake up, the Seraph is dead and the Monitor is there. He tells
them that they've been "chosen". Then you have the players add 3 points to their
attribute scores (with the standard maximum of 6) and choose personas and classes
and so on.
This approach can be fun with veterans of Dread, or those who have played Spite
before, but it can be really hilarious if the gaming group doesn't know what to
expect. You can even go back and play a 'flashback' one-shot in which your gaming
group establishes how they met, and what drew them over the White Line.
If you're looking for crazy, though, consider having your group play a bunch of
Rephah who've gone AWOL. They're on the run from Seraphim, chased by half-breeds,
hunted by Zealots, and all they really want to do is find and eat some people, then
take a nap...
EXAMPLE OF WORLD-BUILDING
Player1: I'll start. I'm creating a character named Chris Anderson. That costs me 1
point, so I'm down to 4.
Player 2: Okay, I'll create a character named Stephanie Brogan. Also costs me 1, so
I'm at 4 now.
Player 3: Hmm. I'll give Chris a backstory. He was running for office, but a
scandal forced him to withdraw. He's now a hard-drinking man. Bitter and alone.
That's a special backstory, which costs me 2, so I'm down to 3.
Director: Let's say there's another character named Seneca. A woman. I got 4
points.
Player 1: Nice. Seneca is an assassin in the criminal underworld. Definitely a
special backstory. I'm down to 2 points.
Player 2: Stephanie is... a district attorney. That also gives her some power, as
an elected official. So that's 2 points, leaving me with 2 points.
Player 3: Time to make these people hate each other. Stephanie is making Seneca's
life difficult, so Seneca wants her dead. That earns me 2 points. I was at 3, but
now I'm back up to 5.
Director. Sounds good to me. I'll say that Seneca is also the Cadre's nemesis. Not
sure why yet, but she wants you guys dead. That's 2 points for me, so I'm now up to
6.
Player 1: Let's say that Stephanie Brogan is the one who cost Chris Anderson his
career. So he's going to be loyal to Seneca, which costs 1 point. I'm down to 1.
(To Player 2): Okay, what about the particulars? Height, weight, and so on.
(Player 3): Shattered skull, busted wide open. Don't know if that's what killed
her, though.
(To Player 1): The engine is still running, but it's in park, and there's no one in
the driver's seat. The back doors of the van are wide open. What's inside?
(Player 1): I can see wooden crates. Six or seven crates in the back of the van.
(To Player 2): Something's dripping down the side of one of the crates. What is it?
(Player 2): Um... at first I thought it was blood, but it's too thick. Some kind of
bodily fluid, dark blue.
(Player 3): The address is a PO Box, but on the sides, I can see FRAGILE and LIVE
SPECIMEN written in red ink in all-caps.
11. Setting
In this chapter, we'll examine the history and ramifications of the Last War, the
hosts of Heaven and Hell, the true nature of the Zealots and their Monitors, and
the essential themes of Spite.
An undying hatred lingers between angels and demons, once the executioners of
Heaven's will and the force that drove sinners to reconsider (respectively). Now,
the two factions are engaged in open war, and that conflict has spilled over to
Earth.
To protect an unsuspecting humanity, two enormous black Gates were constructed, one
in Heaven and one in Hell. Passage through the Gates is carefully restricted, and
this keeps the war contained.
But every so often, a group of angels or demons is able to tear their way through
the Gate's Barrier. This usually results in massive casualties (99% are killed as
they push through), but those who make it to Earth are able to wreak unimaginable
havoc. A group of angels attempted this in 1908, but the Kharasiai, who had spies
in Heaven, learned of the plot, and they arrived to smite the angels down (in
accordance with the Covenant).
On May 14th, 2007, a day known in America as Blood Monday, a group of demons tore
their way through the Gate and obliterated a small town in Oklahoma, then scattered
across the globe. Over the next few day, swarms of demons were able to pass through
the Gate in various other locations. They now walk among us.
This was a violation of the Covenant, but the divine response was
uncharacteristically slow.
11.1.1. Treason
The Ragheddim (demons) have begun the slaughter. Thousands of humans have been
slain by the demon army.
Some of the Chraleddim (archdemons) formulated a plan to postpone the end of the
Last War by sabotaging the armies of Heaven. They ascended to Earth and, posing as
fallen angels, recruited an army of humans to hunt demons. These humans, known as
Disciples, were persuaded that they were doing righteous work. However, they were
actually serving Hell, in a twisted way.
Once enough humans have been killed by demons, the angels will have no choice but
to descend and commence the final battle. However, since the Disciples are hunting
and killing demons, the angels have no justification for an invasion. As long as
the Disciples continue to wage their suicidal battle against the forces of Hell,
the armies of Heaven must sit and wait, as they are not permitted to defy the
Covenant.
However, the angels discovered that an act of treason could nullify certain
prohibitions in the Covenant. The actions of the Chraleddim against their own kind
constituted just such a treason. Consequently, the armies of Heaven were able to
send small groups of angels down to Earth, in order to spread the word about the
impending Tribulation -- and to purge the world of the Chraleddim who would disrupt
the natural order.
These Chraleddim, who call themselves Mentors, and claim to be fallen angels, are
now being hunted, as are the Disciples that they have trained.
Not all angels approve of this plan. Some of them oppose this plan of action. A
small group of angels known as the Malakim, who have always been more sympathetic
to humanity, have forsaken their immortality to walk among us.
Calling themselves Monitors, these angels have begun to recruit human soldiers to
build an army that can turn the tide against the murderous angels that walk among
us.
Worse, because the Zealots are affiliated with the treasonous Malakim (Monitors),
it means that the Zealots are also traitors by proxy, and will therefore suffer
eternally when they die. The fires of Hell await them.
There are two armies: the demons of Hell and the angels of Heaven. Some say that
there is a third faction, known as the Reavers, but this is generally dismissed as
superstition.
11.2.1. Angels
A caste is a major categorization. There are six angelic castes: the Exousiai, the
Malakim, the Seraphim, the Ophanim, the Erelim, and the Rephaim.
Exousiai: The highest angelic caste, these serve as the generals in Heaven's army.
They are twelve in number, and their names are unknown. They have never been seen
on Earth, and it is likely that they never will be.
Malakim: Extremely powerful angels who feel pity and affection for humans. They
have forsaken their immortality to walk among us as Monitors. They look just like
normal people, but they have the power to transform ordinary humans into Zealots.
Seraphim: The shock troops of Heaven, and the primary antagonists of the Zealots.
Rephaim: Low-level angels that serve more powerful entities or simply wander around
looking for humans to torment.
The Ophanim are different, because there are only a few of them in existence -- if
one of them is killed, then it is gone forever. Thas-Naphor is a proper name, not a
breed.
11.2.2. Demons
There are at least three infernal castes, including the Kharasiai, the Chraleddim,
and the Ragheddim.
The Kharasiai (demon lords) are the highest demonic caste, and serve as the
generals in Hell's army. They are twelve in number, and their names are unknown.
They have not been seen on Earth in over 100 years.
The Chraleddim (archdemons) are the field leaders, who will fight the angels on the
front lines of the Last War. Some of the Chraleddim have escaped to earth, and have
recruited Disciples to help postpone (or even prevent) the Last War -- all while
posing as angels.
The Ragheddim (the demons that Zealots and Disciples hunt) are the lowest caste,
and they serve as the shock troops of Hell. There are three ranks: Maculates,
Chthonics, and Nycterents. The Maculates, known as Defilers, are demons that
possess their victims and force them to commit acts of violence. The Chthonics,
also known as Stalkers, are demons that haunt and torment their victims, often
unseen. The Nycterents, also known as Hunters, are predators who attack and devour
their prey.
11.2.3. Monitors
Most Monitors are angels that have ascended to Earth, forfeiting their immortality
in exchange for the ability to transfer some of their power to humans. The Monitors
have built an army of Zealots, most of whom think that they are doing the work of
Heaven (which they are, in a manner of speaking, since they're saving innocent
lives).
To further complicate matters, a small group of demons also wish to see the war
postponed, because when the war ends, demonkind will be annihilated. They, too,
have surrendered their immortality, and have ascended to Earth to recruit and train
Zealots. An uneasy truce exists between these fallen angels and risen demons.
There's a slim chance that a group's Monitor could be a demon. It's up to the
Director.
Though fallen angels and risen demons have given up a great deal of power to walk
the earth, they are still strong enough to obliterate the average human without
even thinking about it. They could take out a dozen Zealots without breaking a
sweat, so the group should never face one in combat.
In gameplay, Monitors give the Cadre leads, provide advice if the players have
struck a dead end, and occasionally bail them out of trouble. The Monitor allows
the Director to help the players get out of bad situations. Initially, the Monitor
can play a very active role in the game, but his or her involvement should diminish
over time, as he or she will want to move on to other Cadres as soon as this one is
functional.
11.2.4. Zealots
Wielding powerful magic granted to them by the Monitors, the Zealots hunt angels on
a one-way mission that can only end in blood and fire. They track down and destroy
their enemy, unaware that they themselves are, in a manner of speaking, servants of
Hell.
The players may never find out that their Monitor is an angel (or a demon). It's up
to the Director to decide if this is an interesting direction for the campaign.
However, the players should never feel that their work is invalidated. Regardless
of the larger implications of the Last War, their own war against angels has saved
innocent lives (and souls).
Some Zealots will balk at the notion of hunting angels when it is revealed that the
angels are not renegades or fallen angels. Some Zealots may become angry that
they've been tricked into doing the work of Hell. Others will see the logic of
postponing the Last War, given the amount of suffering that will result if they
don't do their jobs. Some will resent the deception of the Monitor, while others
will shrug and say what the hell.
The Zealots may learn that their Monitor is an angel early on, or it may be
something that you build up to over time. One thing to bear in mind is that the
Zealots have crossed the White Line. This means that they're something other than
human, and it shows. Though the Monitor is (probably) an angel, humans were not
meant to wield such power, and this makes Zealots unholy.
If a Zealot uses magic in a holy place, such as a church, he or she may notice
unusual phenomena as a result, including statues that weep blood, boiling holy
water, and crosses that blacken and smoke. These events aren't consistent, and may
be interpreted by the players as evidence of angelic activity.
The typical priest or holy person will not be able to help. Most clergy wouldn't
know true evil (or good) if it dropped a severed head in the collection plate, so
they're not going to be able to answer the Zealots' questions with any degree of
authority. Instead, clues may be dropped by angels during combat, or by angels who
are trying to thwart the Cadre. This can arouse the suspicions of the Cadre, who
might wind up following their Monitor (which could lead to a series of extremely
interesting adventures, because there's no telling what kind of connections their
Monitor could have -- consider some of the factions in chapter 13).
11.3. Themes
Every campaign has its own flavor, but there are certain themes that are inherent
to Spite. Consider these when you're running your scenarios.
11.3.1. Corruption
No one is innocent. Everyone has a secret, something they've done that's come back
to haunt them, something that they're trying to hide.
When you've got an angel that hunts blasphemers, ask yourself what the blasphemer
is trying to hide. So he's an artist that takes offensive photographs of nude women
with crucifix-shaped sex toys. Great. But what else does he have photos of? Maybe
compromising pictures of a politician and a call girl in flagrante delicto? If so,
what's the photographer doing with the negatives? Is it a blackmail scheme? What
about the politician? Could it be that he has ties to the mob? Could he be asking
them for help?
Now, when the Zealots investigate the angel, and find that it's stalking this
innocent photographer and his family, they'll be attacked by a bunch of mob
henchmen. When they try to find out why, the photographer will stall them out.
Eventually, the truth will emerge. So what would make this more interesting? Well,
maybe the call girl is actually his wife. She sleeps with powerful men, her husband
secretly takes photographs, they blackmail the victims, and they make a lot of
money. But they also make a lot of enemies, and now the two of them are being
stalked by assassins. Do the Zealots help them? Do they protect them? How far will
the Zealots go to keep these people safe?
Some secrets are minor -- sins of omission. For example, you could adjust the above
scenario so the photographer himself isn't the one doing the covert pictures or the
blackmailing -- but he knows the person who's doing the dirty work, and he knows
about the scheme. So now he's not guilty of blackmailing anyone, but he didn't go
to the authorities, either. So now maybe the mob still wants him dead because he
knows about the politician and the call girl. So, again, should the Zealots help
him, or do they just kill the angel and wish the photographer good luck? Either
way, the photographer is now more interesting. He has a life, a personality, a
background of some kind.
This also reinforces most of the game's core concepts. After all, the angels mostly
stalk those who are corrupt or dirty in some way, ranging from minor offenses
(which most of us have committed at one time or another) to major crimes such as
murder. If everyone has a sin or crime in his past (or present), it's a lot easier
to weave new angels and new scenarios into an existing cast of characters. When
they've
saved the photographer, maybe the next scenario has a Phaniam angel stalking his
wife.
11.3.2. Grotesquerie
Magic is gruesome, Zealots are gruesome, angels are gruesome. This game is full of
entrails and tentacles and foul-smelling fluids. Spite can be used to create
psychological horror as well, but by and large, it's a game about things that are
repulsive, and a lot of that repugnance stems from the Zealots themselves.
Play up the grotesquerie. When the Zealots find a corpse, don't call it a corpse.
Start with the shattered skull and head south from there. Get graphic. It doesn't
have to be an exhaustive catalog of injuries -- if you cite two or three massive
wounds, accompanied by such concrete details as smell, texture, and color, the
players' minds will do the rest.
When describing a living room, skip the basic details. Everyone knows what a living
room looks like. Zoom in on the two or three incongruous details. It's rare to find
a bloody sword rammed into a coffee table, so start there. Then talk about the
bloody handprints on the wall, or the four-foot loop of something that looks like
link sausage, but then turns out to be a small intestine, hanging from the ceiling
fan.
Use examples and references and comparisons ("the color of urine", "the texture of
grape jelly", "the smell of insect repellent") rather than adjectives. These
details are far more memorable than words like yellow, gelatinous, and smelly.
We are bipeds. We are vertebrates. We are sacs of fluid and tissue, surrounded by a
soft epidermis. Spite is a game about flesh, and the horrible things that can
happen to it.
11.3.3. Isolation
The Zealots are alone. Sure, they have each other, and a Monitor, and a few
Contacts, but they're fighting this war on their own. They can't involve the cops,
or the feds, or the military. Worse, it looks like those agencies may have been
corrupted (see Section Zero and the DPI in chapter 13 for examples of this). As a
result, the Zealots have to keep the war a secret, and they can't even call for
backup.
This can complicate matters. When there's a crime scene, Zealots can't just flash
the badge to get in. Or if they do, they have to do use guile, and this can have
consequences. Say that they pose as cops to get into a crime scene -- maybe later,
they'll be posing as a news crew to get close to a victim of possession, and a cop
from the crime scene will recognize one of them. Now, the Zealots have to find a
way to keep him quiet, whether through the use of skills or magic.
When things get weird, when things get desperate, the Zealots don't really have
anyone to turn to, not even the authorities. This reinforces the macho and heroic
aspects of their persona.
11.3.4. Heroism
Ultimately, the Zealots are the game's only heroes. Everyone else is doing
something that they shouldn't, or they're just not qualified to save the day. In
all things, the Zealots must be the good guys. They might make tough choices, or
use extreme methods, but they are the ones fighting to protect innocent people, and
they're risking their lives to do so.
Remind them of this through your NPCs, or even the Cadre's enemies. A villain that
shows the heroes respect can be a lot of fun. Even if he's trying to kill them at
the time.
Ultimately, the horrific elements of Spite gameplay always come back to the same
source: humans.
Angels are drawn to human vice. Innocent people are caught in the crossfire and
victimized. Evil people are in control; they run corporations, governments,
branches of the military, criminal organizations, and cults. Every minor puzzle or
clue leads to something larger and darker: physical evidence leads to an angel;
supernatural phenomena foreshadow the arrival of an Ophan; cryptic notes reveal the
existence of the factions detailed in Chapter 13.
Furthermore, the escalation of threats will draw the Cadre deeper into the horror
because of the implications present in each new threat.
When the Cadre first gets started, and they take on the Rephaim, the Zealots are
heroes, and the victims are saved (or avenged). All is well.
Then, they face the Seraphim, who feed on human sickness. Zealots come face-to-face
with vice and sin.
When the Cadre goes up against an Erelim, they find themselves targeted by powerful
angels that use cruel and intimidating tactics.
Then, they face the Ophanim, who force the Zealots to use magic which causes great
suffering to innocent people, and which results in the creation of new Rephaim.
Along the way, the Cadre will tangle with half-breeds, reinforcing the notion that
humans are every bit as dangerous and horrific as angels or demons.
If you have a copy of Dread: The First Book of Pandemonium, you can combine
hostiles to create all kinds of horrific new scenarios for your players. For
example, imagine that the Zealots are on the trail of an angel -- and just as they
catch up to it, it's attacked by a demon. The two entities exchange blows, then
realize the Cadre is watching. Angels and demons loathe one another, but half-
breeds are an affront to their very existence, and they threaten the integrity of
the Last War. So the angel and the demon declare a hasty truce -- and they attack
in tandem.
Alternately, consider possession. Imagine that a Shadow angel has possessed the
body of a Hunter demon, and is using it to track down and destroy the Cadre (or to
pursue its agenda as usual, but in a new body). Or flip it around -- a Defiler
demon has possessed a Judge. In either case, compare the three attributes
(Strength, Sense, Soul) for each entity and pick the highest one. Then add the two
Life scores together, add Wrath to Grace, include any armor, and voila -- a killing
machine like no other. For example, a Myavethi takes control of a Vouzire (Dread,
231):
Myavethi/Vouzire
Strength: 10
Sense: 6
Soul: 8
Life: 45
Grace: 33
Armor: 5
Such an entity would be extremely powerful, so reserve it for more experienced (and
better-equipped) Cadres.
12. Angels
There are four angelic ranks: the Seraphim, the Ophanim, the Erelim, and the
Rephaim.
The Seraphim are the rank-and-file soldiers of divinity; they are here to separate
the wicked from the pure, and to teach the world to fear the wrath of Heaven.
The Ophanim are city-destroying monstrosities that exist only to spread death and
misery. A single Ophan can wipe out an army of unprepared Zealots.
The Erelim are state-of-the-art hunters whose sole purpose is to track down and
eliminate Zealots, or anyone else who would interfere with the work of Heaven.
The Rephaim are lesser angels, created when Zealots wield Imprecations. Mindless
and savage, they feed on human flesh. Unlike other castes, they often hunt in
groups, which can make them extremely dangerous.
Each of the four angelic ranks is described in this chapter. Before starting a
scenario, please familiarize yourself with the overview of angels presented on the
next few pages, then read the angel's description, which will provide additional
information about its appearance and behavior.
12.1. Presentation
There's a difference between knowing that there's an angel, and knowing where the
angel is. By prolonging the takedown, and by providing the players with a detailed
description of the angel, you can make the final battle of each session a memorable
experience.
By describing the sounds, smells, textures, and colors, you can help the players to
envision the enemy that they're fighting.
Sounds can be creepy, soft, deafening, and even misleading. Some angels speak with
a human voice, while others cry like babies or sing like children. Attempting to
imitate the speech of an angel may produce results that are more comical than
frightening -- sometimes, it's better to describe than to mimic. Familiar sounds,
such as barks and roars, can be described to evoke certain moods.
Smells are often tied directly to moods and memories, and by describing foul and
sweet odors, you can help the players to develop their sense of the angel in
question. Some angels are associated with specific scents, but feel free to
embellish these as you see fit.
Textures can be experienced by the characters during combat. Describe the skin of
the angel or the skell as grainy, rough, pebbled, leathery, slick, wet, or moist to
help contextualize the illustration for the player.
When describing the angel, feel free to associate its colors with unpleasant
things, such as feces, vomit, blood, or mucus. Though the angel's skin (or horns,
or wings) may not share the textures of these substances, by describing a fecal
brown or a bloody red, you create associations in your players' minds.
12.1.1. Phenomena
An angel is a deviation from the natural order, and it heralds some awful
consequence. As a result, the mere presence of an angel causes weird things to
happen, even long after the angel has gone:
* The ground where an angel has walked is now covered in slithering maggots;
* Animals are torn apart from within by hives of
insects growing in their bowels;
* Strange people with cadaverous grins wink and wave from inside mirrors;
* Knives fling themselves from kitchen drawers and hurl themselves at people;
* Fluids slide up walls and across ceilings in defiance of gravity, then rain up
into the sky;
* Laughter is heard in empty rooms, and then it turns into screams of utter agony;
* Solid objects, such as tables and chairs, are suddenly rendered rubbery and
malleable;
* A reporter on TV blows her brains out, and the screen explodes as blood sprays
into the room;
* Healthy and friendly animals suddenly attack their masters (or themselves);
* People suddenly vomit up living things, which rapidly crawl away;
* Statues step down from their pedestals and devour children;
* Paintings speak, telling of horrible calamities yet to come, then commit suicide;
* Ovens grow teeth, and they bite off the hands of cooks, then broil the skin
black;
* A tentacle snakes out of the toilet and starts attacking anyone in range;
* Loud screaming is heard from every speaker in the area, including radios, phones,
and TVs;
* Words written in blood appear on walls, giving false information to the Cadre;
* Trees reach down and carve their initials into the flesh of teenagers.
Over time, these incidents become more commonplace. They also escalate. Sometimes,
these manifestations take physical form and attack the Zealots.
Deformed people in the mirror will step through and attack; shadows will become
tangible; statues will bludgeon Zealots with their stony fists; deformed animals
will bite and claw. These manifestations aren't as powerful as Seraphim, but the
very fact that
these can attack should challenge the expectations of the player, making them
nervous.
Manifestations
Strength: 5-8
Sense: 1-3
Soul: 1-3
Life: 7-10
Grace: 0-12
Armor: 4-8
These phenomena can also make for excellent Triggers, drawing Zealots into the
investigation.
12.1.2. Grace
Grace is the angelic equivalent of Fury, enabling the angel to perform certain
stunts. During combat, all angels can kill a point of Grace to regain a point of
Life. This can be done as often as necessary.
Angels can also perform special abilities by using Grace. These are detailed in the
description for each caste (see page 225).
12.1.3. Benisons
There are ten Benisons, or blessings. Each is a variant on the name of God. When
uttered by a Seraph or Erel, the Benison causes effects which can be harmful or
even fatal. Against normal humans, Benisons are typically lethal, but half-breeds
can avoid these effects.
Benisons have a range of 2, and can be used every other round. An angel can use the
same Benison again and again, or alternate as it sees fit.
Abhir
When this word is spoken, a blazing sword of Judgment appears before the victim,
blinding him with a holy light. The blade hangs in the air before the victim, aimed
directly at his heart. The sword is ornate, and psalms are etched into the blade in
an angelic script that, though illegible to mortals, is nonetheless seared into the
retinas briefly. A human who views the sword must make a Strength check against
difficulty 10 or suffer a fatal heart attack or stroke. If successful, the human
loses all but 1 point of Life. A half-breed who hears the word must make a Strength
check against difficulty 10 or lose 4 dice on his next attack roll.
El-Berith
When the angel speaks this word, the voice of Divinity is heard, and the victim is
compelled to obey. Typically, the angel will order its victim to drop all weapons,
falls to his knees, and surrender. Sometimes, the angel will order its victim to
stand still and scream at the top of his lungs, or to assume the fetal position on
the ground. Any human who hears the word must obey immediately, without question.
Any half-breed who hears El-Berith must make a Soul check against difficulty 10. If
the roll is unsuccessful, the half-breed must obey the angel or take 6 points of
damage. If the roll is successful, the half-breed is able to resist the command.
El-Gibhor
The victim appears to be beset by vermin and parasites: spiders, ants, termites,
wasps, tapeworms, scorpions, and ticks suddenly appear and swarm the victim by the
thousands. The victim must make a Sense check against difficulty 10. If successful,
he sees through the illusion and suffers no ill effects. A half-breed who fails the
check feels as though he's being torn apart (suffering a penalty of 2 dice on all
actions for the next round). A human who fails the Sense check rips his own skin
off in agony.
Elohim
The angel's voice fills the victim with perfect harmony and love. The victim must
make a Soul check against difficulty 10 or become utterly serene, all guilt and
fear and self-doubt wiped away. The side-effect of this absolute eradication of
self is an uncontrollable desire to consume human flesh. Any human who fails the
Soul check is driven insane and becomes a psychotic cannibal. This person will
attack anyone in sight with hand-held weapons, teeth, or fingernails until killed;
the afflicted person will consume the flesh of anyone he kills. Human victims gain
Strength, Life, Armor, and Fury (6 points each). The condition is irreversible. If
the Soul check is successful, the victim is knocked unconscious (and probably
becomes food for the others). Any half-breed who fails the check will attack one of
his allies (but only once, after which he comes to his senses). If the Soul check
is successful, nothing happens.
Kadosh
When this Benison is spoken, a glowing orb appears in the sky, and a ray of light
shines directly on the victim's face. This is the light of Divinity, and it is so
bright that it may well blind the victim. The orb is indestructible, and only
lasts for a few seconds; roughly a foot in diameter, it cannot be moved, and its
light cannot be avoided, passing through solid objects to strike its victim's eyes.
Any human who hears the word must make a Sense check against difficulty 10 or be
permanently blinded -- the victim's eyes become milky-white, and he weeps tears of
blood. If the Sense check is successful, the blindness is temporary, lasting only a
few hours. Any half-breed who sees the light must make a Sense check against
difficulty 10 or be blinded for 2 rounds. Success means that the half-breed suffers
no ill effects.
Magen
When the angel says this word, the victim suddenly understands the will of God. The
ensuing revelations destroy the victim's mind, and he attempts to inflict serious
harm upon himself. If a human fails his Strength check against difficulty 10, he
will tear himself apart. If he succeeds, he will keel over, bleeding from various
orifices, alive but paralyzed for several minutes. If a half-breed makes his
Strength check, he will experience sharp pain, but it's over quickly and he suffers
no ill effects. If he fails the check, he must attack himself (rolling once to hit
and once to defend, then comparin the scores to see how much damage he has done to
himself). The half-breed uses any hand-held weapon nearby, and doesn't use any
modifiers like stunts or Fury or descriptions -- just roll the dice and see what
happens.
Melekh
When this word is spoken, the victim hears a choir of angels singing. The victim
must make a sense check against difficulty 10; success means that the victim is
able to shake off the effects. If a human fails the
check, he sits down and remains in a drooling catatonic stupor for the rest of his
life. If a half-breed fails, he spends one round in a daze (-4 to all actions for
next round).
Tetragrammaton
When this horrific Benison is spoken, the victim hears the true name of God. If the
victim is human, and fails a Strength check against difficulty 10, the victim must
now breathe voluntarily. If the victim doesn't concentrate, then his lungs will not
fill with air. He will begin to asphyxiate. If he grows weary and tries to rest, he
will stop breathing. Eventually, after many hours, the victim will reach a
horrendous point at which he is so exhausted that he cannot stay conscious, but his
body wakes him up each time he closes his eyes, because he has stopped breathing.
This hellish condition can last for days, during which time the victim usually goes
insane. Respirators and other such machines are the only way to keep a victim
alive. If a half-breed fails the Strength check, he must spend 1 round
concentrating on breathing (as above); -3 on all actions. A successful check means
the victim suffers no ill effects.
Tsaddiq
When this Benison is spoken, the victim is engulfed in a pillar of fire twenty feet
high. Any human who fails the Sense check against difficulty 10 is instantly
immolated; if he makes the check, he is still engulfed in flames, but manages to
get clear before dying -- he loses all but 1 point of Life and is badly burned. A
half-breed must make the Sense check against difficulty 10, and if he fails, he
takes damage equal to the difference between the two scores. If he succeeds, he is
able to get out of the way of the flames.
12.2. Seraphim
There are three ranks of the Seraphim: the Acronicals, Kritarchs, and Telarians.
Acronicals (known to Zealots as Shadows) possess their victims and force them to
commit evil acts. When tracking a Shadow, the Cabal doesn't always know who (or
where) the skell is. Often, all they know is that something weird is going on.
Exorcism can be used to cast the angel from the skell's body, but the angel will
only be more powerful once it's released.
Kritarchs (known as Judges) are predators that maim, kill, and devour their human
prey. When on the trail of a Judge, the Zealots will find dead bodies, trace
evidence, physical clues, and prints. All of these will lead to a violent showdown
with their target.
Telarians (or Weavers) haunt and torment their victims. While investigating a
Weaver, the Cabal will first have to determine who is being stalked, and why. Much
of the time, the victim is prone to evil behavior even without the involvement of
the angel, but the goal is always the same: take the target down. Once the Zealots
are able to figure out what's going on, they can attract the angel's attention and
engage it in battle.
Patterns
All angels follow patterns of behavior based on their type. They're helpless, in a
sense, as they must obey these urges.
The Weaver must hide in plain sight and torment its human victim. In order to
escape detection, it must misdirect people with Wrath. If anyone interferes with
its work, it must reveal itself and attack.
The Shadow must take over the body of a human victim and do evil. If confronted,
the angel must use its body to do harm. If the angel is exorcised, it must
eventually attack the exorcist and do as much damage as possible.
The Judge must track down and kill humans. If discovered, it must eventually
attack.
While an angel's presence may be 'felt' by the Zealots, the angel isn't always
going to stick around once the Cabal has begun the investigation. It may choose to
avoid confrontation at first, until the Zealots have completed part of the Death
Spiral (see page 201).
At that point, you will want to bring the angel out of hiding and allow the
takedown to proceed. Until that time, the angel will employ various methods of
remaining undetected.
Takedowns
Shadows hide inside their hosts, and it's possible that the team may even make
face-to-face contact with the skell without realizing that they are talking to the
angel (the average Shadow loves doing this, despite the risk). However, as a
general rule, once a Cabal starts a case, the angel tries to avoid contact with
them as long as possible, knowing that they want to separate it from the host that
it's tormenting.
Weavers use the Grace (see page 221) to misdirect those who pursue them. By
spending Grace, the Weaver can look like anyone, or can even become invisible. This
enables the angel to torment its prey without attracting undue attention, and it
allows the angel to make a speedy retreat when things get violent. Only spells like
Apophasis will help a Zealot identify a Weaver in such a case.
Judges tend to hide in shadows, and mostly operate at night. Some will attack
indiscriminately, but even the most bloodthirsty and deranged can recognize the
threat that Zealots pose, and so a Judge won't attack the moment that the Cabal
begins to poke around the kill site. Instead, it will watch them, study their
movements and interactions, and form a plan of attack. They may even discover
evidence that the angel has been watching them, but attempts to locate it will fail
(unless the group is close to the end of the session and it's time for the
takedown).
Many angels maintain lairs, where they store the remains of their victims, or
souvenirs from their kills (such as bones, wedding bands, or hair). The lair may be
an abandoned church, a cave, or the basement of a condemned house. If the Cabal
discovers the lair, it's unlikely that they'll find the angel there unless it's
near the end of the session. Sometimes, the angel will set traps throughout its
lair to punish trespassers.
In combat, Seraphim attack twice per round. In addition, they can expend Grace to
execute additional attacks or perform special abilities.
Every other round, a Seraph can also whisper a Benison, which can have disastrous
effects on ordinary people and half-breeds alike.
Grace
By killing points of Grace, the Judge can execute a third attack during combat. The
more Grace the angel kills, the more dice it can roll on its second attack. If it
kills 1 point of Grace, it attacks with 3 dice. If it kills 2 points of Grace, it
attacks with a number of dice equal to its Strength score. If it kills 3 points of
Grace, it attacks with its Strength score plus 3. The Judge can attack a maximum of
three times in a single round.
A Shadow can use Grace to hurl objects and attack people with them. By killing
Grace, the angel can attack with a number of dice equal to twice the amount of
Grace killed (5 points of Grace equals 10 dice rolled). This can be done in combat,
in addition to its ordinary attacks, and it can be done while the Shadow is still
in the host or after it has been exorcised through an Anathema. If the angel is
still inside the skell, there's no way to be certain (short of magic use) that the
skell is responsible for the telekinetic attack. It's common for angels to pretend
to be terrified as steak knives and circular saw blades fly through the air towards
a Zealot's face.
By killing a point of Grace, the Weaver can turn itself invisible or transform
itself into the likeness of an ordinary person. This lasts for a single day. Short
of magic, there's no way to detect a Weaver that's used Grace in this way. The
angel can also kill a point of Grace to take over a group of people and turn them
into mindless drones. By killing a point of Grace, the angel can temporarily
possess a number of people equal to its Sense score, and can direct them to fight
on its behalf. This temporary possession only lasts for a single battle, after
which the victims slowly emerge from their zombie-like state, bewildered and unsure
of what's going on. Zealots are immune to this possession. Victims of this kind of
possession tend to be feral, screaming horribly as they swarm the Zealots and
attack with their teeth and nails. The Stalker can also use Grace to defend itself
by killing up to 6 points at a time to add to its defend rolls during combat.
A Seraph comes out swinging. It will attack twice, using Grace to kick both rolls
up to 12 dice, and then it will toss out a Benison and use its extra attack.
Eventually, it'll run out of Grace and Life, and the Zealots will take it down. But
they'll remember those first few seconds...
12.2.1. Aeshuam
Rank: Judge
Strength: 8
Sense: 2
Soul: 5
Life: 30
Grace: 9
Armor: 10
Appearance
The Aeshuam angel is a large insectile predator that strides on six armored legs.
Eight feet tall, the angel has a dark maroon exoskeleton, scarlet mandibles, and a
bright red blade at the end of both arms.
The blades are wide and serrated, and are able to saw through flesh and bone with
ease. The Aeshuam is covered in spines, and has a powerful tail covered in ridges
of chitin. The angel reeks of vomit.
Pattern
This Seraph stalks and kills adulterers. It hunts married people who stray from the
beds of their spouses, and it hunts those who fornicate with married people.
Once the angel has targeted its prey, the adulterer suffers the wounds of the
stigmata. A sudden sharp pain is accompanied by blood from the palms of the hands
and the soles of the feet. Though the injuries can be treated, they will not heal,
and they will continue to trickle blood. The Aeshuam tracks its targets through
smell, and can detect the scent of their blood from miles away.
The angel crawls, invisible, across walls and ceilings. It stalks everyone involved
in the duplicity, from neighbors who turn a blind eye, to motel owners who know
exactly what's going on, to co-workers who cover for the adulterer on the phone.
Those deserving punishment are tracked down, attacked while alone, hamstrung, and
devoured while still alive.
Finally, the angel will turn its attention to the adulterers themselves. They will
be captured, brought together, and given a chance to survive: a fight to the death,
with the victor set free. However, the angel has no intention of living up to its
end of the deal. After one has killed the other, the angel will amputate the
victor's arms and legs, then sing hymns while he or she bleeds to death.
If the angel encounters anyone pious and worthy, such as the unwitting spouse of an
adulterer, it will save her by turning her body to ash.
Takedown
The Cadre will typically get involved after one or two people has been killed. Many
adulterers have more than one sexual partner, and the angel will want to bring
everyone to justice, so there could be a great number of potential victims on its
list. With each new corpse, the Zealots will be one step closer to finding the
angel.
After the carnage of an attack, the Zealots might find trace evidence at the scene.
The angel leaves behind a watery orange stool, and when it is agitated, its chitin
flakes off in small amounts.
Often, it makes its lair in an abandoned building, as close to the top floor as
possible.
12.2.2. Aiarex
Rank: Shadow
Strength: 2
Sense: 6
Soul: 9
Life: 18
Grace: 21
Armor: 3
Appearance
The Aiarex is a towering, wormlike entity with rubbery mauve skin that scrapes off
as it undulates across the ground. There are bright red and pink mouths all across
the angel's body, drooling a grey mucus that smells of strawberries.
It has a dozen tentacles, ranging on color from yellow to sepia, along its body.
The Aiarex has a large maw, capable of swallowing a man whole.
Pattern
The Aiarex preys upon those who dissolve sacred bonds of marriage. This can include
spouses, lawyers, counselors, legislators, and any religious persons who condone
divorce.
The angel takes control of one of the two people who are trying to get divorced. It
attacks the victim when he or she is alone. After incapacitating the victim
(without causing serious injury), the angel transforms itself into liquid and
enters the target's body. The victim is now possessed.
The Aiarex accesses the skell's memories and knowledge, and makes a list of
everyone involved in the divorce proceedings.
Using the skell's body as its instrument, the angel systematically seeks out and
destroys everyone who permits or encourages this sin.
After each kill, the Aiarex emerges in liquid form from its victim's orifices. It
then coalesces into its actual shape, and feeds on the corpse of the murder victim
while the skell watches, horrified.
If the skell tries to flee, the angel will capture him, but without causing
permanent harm (since it needs the body to fulfill its purpose).
Eventually, the angel will have killed everyone on its list. It will then leave the
host's body, turn around, and swallow him whole, digesting him over a period of
hours (though it's likely that the victim will perish of asphyxiation first).
Takedown
The Zealots will probably get involved when the bodies start to hit the floor.
When inside the host, the Aiarex often stays near sources of plumbing or waterways,
because it likes the option of a hasty retreat if discovered too soon.
Should the Cadre reach the skell prematurely, he will probably vomit the Aiarex up
into the nearest commode or lake so that it can speed to safety (returning later to
wreak vengeance on the Zealots for interrupting its handiwork). In such a case, the
angel will find and possess someone else involved in the divorce.
12.2.3. Amiesse
Rank: Judge
Strength: 9
Sense: 1
Soul: 6
Life: 28
Grace: 11
Armor: 12
Appearance
The Amiesse has a long grey body ridged with spines, a dark blue whip-like tail,
and four black legs ending in curved black talons. Eyeless, its head ends in an
oval-shaped mouth bristling with multiple rows of bright white teeth.
Underneath, the angel has several long green tentacles tipped with barbed white
spikes. The angel chitters and whistles like a bird. It smells like roses.
Pattern
The Amiesse hunts those who abort children. A merciless Judge, it hunts and kills
everyone involved: parents, doctors, grief counselors, clinic staff, and anyone
else who has knowledge of the abortion (but does nothing to stop it).
The angel's victims are hunted down and killed. It strikes its targets one at a
time, but it doesn't care if there are witnesses or not. Driven insane with
bloodlust, it will attack its victims in crowded shopping malls, churches, or
police stations. It just doesn't care.
The Amiesse begins by tearing off one or two limbs, and then eviscerates its prey,
using its lashing tentacles. Anyone who attempts to interfere is bitten or slashed;
the angel tends to aim for major arteries when dealing with interlopers, in order
to ensure a quick and efficient death.
After a killing, it often mangles the corpse. Sometimes, it uses its tail to paint
a nativity scene on a nearby wall, using its victim's blood.
Takedown
In addition to the paintings, the Amiesse tends to leave behind physical evidence,
such as greenish urine, the broken tips of its spines, teeth embedded in its
victims' bones, and footprints.
The Zealot may get involved after a massacre. Given the angel's tendency to attack
in public places, it's possible that one kill may turn into several very quickly.
The Cadre may also get reports of pregnant women (who are considering abortion)
being stalked by a grotesque creature. This will enable the team to get to the
angel before the killings start -- in theory.
12.2.4. Anamiev
Rank: Shadow
Strength: 3
Sense: 5
Soul: 8
Life: 15
Grace: 24
Armor: 5
Appearance
The Anamiev is a huge angel. Its hard, leathery hide is fecal brown, covered with
patches of amber and yellow. Its vast bulk is covered in thick tentacles tipped
with white hooks of bone. Some of its tentacles end in gaping mouths that smell of
old earth. They drip a milky white saliva.
Pattern
The Anamiev possesses elderly people, and uses their bodies to hunt those who do
not respect their elders.
The angel possesses a victim by transforming itself into a bluish mist that travels
through a city until it has found a target: an old man or woman who is rebuked or
abused by younger people who ought to show more respect. The angel enters the host
body and takes control.
The skell remains unaware of his possession, and goes about his business as normal.
However, those who rebuke him, or abuse him, or show scorn or a lack of compassion
for his disabilities, are faced with the holy wrath of the Anamiev. The skell
stands there, catatonic, as the mist flies from his mouth; emerging from the smoke,
the angel instantly manifests itself and attacks.
The victim is pinned down, impaled, and devoured. Due to the angel's strength and
bulk, there is usually considerably property damage during the attack.
If the abuse takes place near the skell's residence, or if the skell lives in a
nursing home, then the angel will be more subtle. It will not attack immediately,
but will instead wait until the skell is asleep. In mist form, it will track down
the abuser, take physical form, and attack.
Takedown
The body count will eventually pile up, but there may not be anything to tie the
victims together at first (other than the modus operandi). Eventually, of course, a
pattern will emerge. The nasty receptionist at the doctor's office, the scornful
teenager down the street, and the abusive employee at the nursing home all had
something in common: they all knew (and abused) the skell.
Once the team has identified the skell, the Anamiev will do anything in its power
to destroy the Zealots.
12.2.5. Avaenoi
Rank: Weaver
Strength: 5
Sense: 8
Soul: 2
Life: 21
Grace: 18
Armor: 9
Appearance
The Avaenoi angel appears as a nude human female with pale white skin. It has two
black horns that curl from its brow, a bright red forked tongue, a wide and
distorted mouth crammed full of sharp teeth, and a long spike of white bone in lieu
of a left hand.
There is a mouth full of serrated teeth at the angel's groin; this mouth drools a
dark green fluid that smells of pine.
Pattern
This Weaver is drawn to those who do not tithe. It transforms itself into an
ordinary human, then joins a church, posing as someone new in town. It studies the
congregation, learns about them, and befriends everyone it meets. Pleasant and
gregarious, it volunteers for everything it can, and eventually becomes
indispensable.
It uses its access to peruse church records, learning who contributes and who
doesn't. It also takes careful notes during the collection, observing who places
money in the basket (and how much). When its suspicions are aroused, it enters the
homes of churchgoers and examines their financial records.
After weeks of study, it makes a list of those who are not contributing an
appropriate 10%.
It then begins a new phase. It spends its nights whispering in the ear of the
sleeping priest or rabbi (or what-have-you), telling him of the disloyalty and lack
of piety in his congregation. Over a period of several days, it plants the list of
the unworthy in his mind, and it fills him with a holy rage.
Eventually, the religious leader snaps. He brings a weapon to church one morning,
and in the middle of the service, he attacks those that the angel has named. He
will kill as many of them as possible, and will then turn the weapon on himself.
If anyone interferes before that fateful day, the angel will find them while
they're alone, and it will kill them. The angel prefers to use the serrated teeth
between its legs.
Takedown
The Cadre may get involved during the murder investigation after a massacre.
Information at the crime scene might point to a mysterious member of the church who
started acting strangely just before the shooting spree. Investigation of this
person's home may turn up the name of the next church on the angel's list. Of
course, the next time around, the Avaenoi will be in a new guise.
12.2.6. Craanoi
Rank: Judge
Strength: 7
Sense: 3
Soul: 4
Life: 27
Grace: 12
Armor: 9
Appearance
The Craanoi appears like a vaguely spherical sea creature. It has glistening
aquamarine skin, which though harder than steel, is transparent, showing the
angel's internal organs.
Ten feet wide, the angel hovers in the air, trailing organs and tentacles and
limbs. It has large blue eyes, white lips, and pale green bristles around its
mouth.
Pattern
This Judge punishes the covetous. Those who are prosperous, yet crave more wealth
and material goods, are the focus of its wrath. It typically hunts its prey in
well-to-do neighborhoods, such as high-income areas, gated communities.
It tends to concentrate on hunting those who neglect other areas of their lives in
pursuit of money. It is especially drawn to people who lack religious conviction,
or who ignore matters of spirituality, in favor of earning money that they hoard
for themselves.
Once the Craanoi has selected a target, it begins to dismantle his life, one dollar
at a time. His expensive cars are destroyed, his paintings are slashed, his statues
are shattered, his prized collections are smashed, and his home is burned down. The
angel makes sure to leave behind evidence pointing to its victim, to ensure that he
is unable to collect on the insurance (and so that he now must face criminal
charges for insurance fraud).
The angel then gets really nasty. It begins to target anyone who has business
dealings with the target. Brokers, investors, corporate partners, assistants,
employees, and lenders are all part of the pattern. The angel tracks them down and
devours them, leaving nothing behind except a single piece of evidence linking the
disappearance to the angel's target. This can be a personal item, a garment, or a
pen with the target's fingerprints on it.
Eventually, the target of the angel's wrath will be arrested on murder charges.
Ruined and disgraced, his wealth will now be devoured by legal fees (and divorce
proceedings, which may attract the attentions of the Aiarex angel).
When the victim is at his lowest point, the Craanoi will visit him in his cell and
disembowel him.
Takedown
Though the killings will feature evidence pointing back to the angel's target,
there may be eerie sightings of a monstrous fish-like creature, which could be the
reason that the Cadre gets involved. The same is true for the earlier stage in
which the angel demolishes its target's luxury items and home.
If interrupted, or confronted, the angel will attack the Cadre without hesitation.
12.2.7. Cyveanth
Rank: Shadow
Strength: 3
Sense: 5
Soul: 9
Life: 18
Grace: 21
Armor: 6
Appearance
This angel begins as a thin green worm, roughly eight inches long. In this state,
it is extremely vulnerable, and can be killed by a child or pet.
Once it has matured, the entity is a muscular wad of dark green tissue with four
long brown tentacles, each ending in a hooked spike. It has a long, segmented neck,
ending in a flat, circular head. Its underside is covered with rows of short, sharp
teeth. In this form, it is powerful, armored, and agile.
Pattern
The Cyveanth is a Shadow angel that takes control of its host like a puppeteer. It
hunts those who judge others.
It begins as a worm-like creature that slithers into a host's mouth while he's
sleeping. It always chooses a member of the clergy as its host. Inside the body,
the angel attaches itself to the lining of his stomach, sends fibrous tendrils
through his body, and takes control of his nervous system and brain.
Once it has complete control, it spends the next few days observing the members of
its host's congregation. It takes note of those who are judgmental, whether they're
casting judgment on unwed mothers, persons of other races or faiths, or anyone
whose transgressions are deserving of forgiveness.
Once it has gathered enough information, the angel uses its host to commit a series
of murders. Each of its targets is hunted down and killed in gruesome and painful
ways.
Cleansing fire is then used to wipe away all evidence (though occasionally, some
trace evidence is left behind, such as surveillance photography that shows the
skell entering the murder victim's house).
Takedown
If any attempt is made to confront the angel, it will reveal itself by emerging
from the host body. It shoves its tentacles through the skell's arms and legs and
attacks. The only way to prevent this is to exorcise the angel before it has a
chance to attack. If it emerges from the host body in this way, the host will be
killed instantly.
The Zealots may get involved once the victims begin to add up. The fact that they
all attend the same church will suggest the work of a serial killer, which may
cause federal authorities to get involved as well.
12.2.8. Eamuanza
Rank: Judge
Strength: 7
Sense: 2
Soul: 4
Life: 30
Grace: 9
Armor: 11
Appearance
Pattern
This Judge feeds on those who do not share their wealth with the needy. It is
especially drawn to those who live extravagantly. The Eamuenza often targets
powerful families and dynasties, including political families, criminal
organizations, and family-owned corporate empires.
The angel's goal is to teach its victims humility and fear, so that they might know
what it's like to live in poverty and want. It begins by tormenting its victims in
person. It appears as a black cloud of foul-smelling vapors. Often, it will
manifest inside their homes, leading them to believe that there's a fire. However,
it will then appear out of the smoke, roaring and screeching.
Its victims, happy to escape with their lives, inevitably flee to their other
homes, sometimes in other countries. The Eamuenza pursues them there, and continues
to haunt them (though it is careful not to be seen or detected by any authorities
summoned to investigate).
It then begins to drive wedges between the members of the family or group. It
steals trinkets or personal items and leaves them behind after a manifestation,
sowing discord and suspicion among its victims. When they have turned on each other
(hopefully with fatal results), the angel finally takes physical form and tears
them to pieces.
Sometimes, it will take some of its dead victims' wealth to a needy family,
disguising itself as a wealthy benefactor. If it should encounter any pure souls
while doing so, it will save them by transforming their bodies into glass and
shattering them.
Takedown
The Zealots may get summoned when a house is deemed 'haunted' by its terrified
millionaire owners. Of course, the angel will be agitated by their presence,
recognizing them for what they are. It will not attack immediately, but will seek
to paint them as the culprits, hoping that they'll be killed when the guns come
out.
Ultimately, the angel will attack if cornered, or when its plan has reached
fruition.
12.2.9. Escivinoi
Rank: Weaver
Strength: 6
Sense: 9
Soul: 3
Life: 24
Grace: 15
Armor: 6
Appearance
This Weaver appears as a gorgeous woman with pale white skin, long hair, and bright
green eyes. In lieu of arms, it has two segmented golden tentacles attached to its
shoulders, and instead of legs, it has two muscular arms that grip the earth.
At its crotch, three glistening black serpents hiss and snap. The Escivinoi smells
of cloves.
Pattern
This angel hunts those who worship false prophets. Specifically, it targets members
of cults or pagan organizations. Disguised as a lost soul in search of
illumination, the angel allows itself to be indoctrinated into the cult's
teachings. It proves an enthusiastic convert, and learns everything there is to
know about the organization.
Meanwhile, it studies all of the cult's members, and makes an effort to speak with
each one face-to-face. In order to determine who is pure and who is utterly
corrupt, the angel must touch a person's brow. Afterwards, it can decide who shall
be damned and who shall be saved.
When it is time for judgment, the pure are taken aside and given a chance to
repent. The angel reveals itself and demands repentance. If the victim does not
renounce paganism or occult practices, the angel merely walks away and resumes
human form.
Those who repent are devoured by a swarm of ants and beetles which rise from the
ground and utterly strip away the flesh and organs in a matter of minutes.
The damned are captured, incapacitated, and herded into a specially-devised lair
which the angel has constructed (either far away from the cult compound or place of
worship, or else so close by that no one would have suspected it, such as in a
seldom-used library).
This lair has been covered with traps that will snare, mutilate, and kill the
unwary. For the next few hours, the screaming victims will turn on each other as
they try to escape, but the angel will have taken all contingencies into account,
and only a few will be able to escape with their lives.
These lucky survivors will be torn apart by the angel's tentacles, or slowly
flattened under its massive palms.
Takedown
The Cadre will most likely become involved while investigating cult activity of
some kind. They may also get brought in after the carnage is over.
12.2.10. Evaiaci
Rank: Weaver
Strength: 5
Sense: 8
Soul: 2
Life: 21
Grace: 18
Armor: 7
Appearance
The Evaiaci appears as a demonic female with cloven hooves and ram's horn. Where
not covered in black armor, its body is covered in runic tattoos in bright red and
violet ink. Behind it, black wings tipped with shards of wide bone are spread over
a reptilian tail ending in a bright red spike.
In each hand, it clutches a brutal-looking obsidian, edged with jagged spikes. The
angel's eyes glow bright red, and it is surrounded by waves of black fire. The
Evaiaci reeks of burning hair.
Pattern
This angel hunts those who are proud. It is drawn to the arrogant and the stiff-
necked, and it is compelled to humiliate them. Those who are worshiped and adored
must be taught to kneel.
To that end, the angel takes away that which they crave most: adulation. It finds
ways to ruin them, taking away wealth, prestige, beauty, and success. It leaves
behind nothing but failure and mediocrity.
This can be accomplished in a number of ways. Sometimes the angel kills a trusted
friend or associate, and then assumes that person's form, and uses its access to
destroy the victim's finances. Or it entices the victim into illegal or immoral
behavior,
which will destroy the victim's reputation when revealed. It can also use its
access to influence the victim into making careless decisions, which can have
horrific repercussions (a drunk-driving incident that causes horrible facial
scarring, or which results in the death of a child).
The Evaiaci then urges its victim to take desperate and ill-advised actions in an
effort to regain the spotlight. Sometimes, these actions are merely foolish or
repulsive. Other times, they're dangerous or illegal. A professional athlete who
can no longer play because of steroid use turns to underground martial-arts events
that sometimes end in death; a disgraced politician stages a fake kidnapping in
order to make himself look like the hero; a gorgeous film starlet that no one will
hire because of a drug problem suddenly finds herself performing in underground
porn films of the most horrific variety.
The victim inevitably makes one wrong decision too many, resulting in tragedy. Or
else the angel gets tired of waiting and crucifies the victim, then moves on.
Takedown
The Zealots may get involved after a crucifixion, or when the victim's friend is
found (stuffed into a crawlspace, or hacked to bits and dumped in a garbage can).
Either way, if the Escivinoi suspects the Cadre, it will take action against them.
12.2.11. Feiantha
Rank: Judge
Strength: 8
Sense: 2
Soul: 6
Life: 29
Grace: 10
Armor: 10
Appearance
The Feiantha angel appears as a large, fleshy entity with mottled brown-and-grey
skin. It stands twenty to twenty-five feet tall. Its thick body has a yellowish
underbelly, and there are six muscular arms that it uses to clutch its prey.
Pattern
Typically, the angel erupts from the ground, attacks, and inflicts heinous damage
on sinners before devouring them.
Sometimes, the corruption is so widespread that one angel alone cannot eradicate
the stench of sin. In such cases, more than one Feiantha will attack. Two or three
of them will attack an army base, or a neighborhood, or a college. They'll kill and
devour as many of the guilty as possible before disappearing back into the earth.
Should it encounter anyone pure enough, the Feiantha will save the person's soul.
The saved feel waves of bliss, emanating from deep within the earth. No one else
can hear the deep pulsing vibrations, but to the saved, these will seem all-
encompassing. Eventually, these vibrations will become overwhelmingly loud,
shattering the saved person's eardrums and killing him.
Takedown
The Zealots may get involved after a killing, or even after a multi-Feiantha
attack. The massive holes in the ground, coupled with eyewitness descriptions,
should get the Cadre's attention.
12.2.12. Haueza
Rank: Weaver
Strength: 6
Sense: 8
Soul: 3
Life: 23
Grace: 16
Armor: 8
Appearance
The Haueza is a nude humanoid female with dark blue skin. It has four arms and four
legs, each having six digits tipped with black claws. Its elongated cranium is
studded with four jet-black horns, and its wide mouth is full of metallic fangs.
It has six eyes; two large white eyes and four smaller red eyes in its brow.
Several whip-thin tentacles radiate from its back, each ending in a long needle-
like spine of pale blue bone.
Pattern
This Weaver stalks those who accept bribes. Politicians, elected officials,
executives -- it targets anyone who trades power or influence for wealth,
particularly when they have earned the trust of the public.
The angel impersonates a person of great wealth and charisma, someone who seemingly
has much to offer. In this guise, it ignores the righteous, but focuses its energy
on the corrupt -- those who are susceptible to its money.
When it has selected its target, the angel begins a campaign of ruination. First,
it determines the scope of the problem, including those who accept bribes, those
who pay them, and those who are complicit. Then, it begins to destroy their
careers. It exposes them to the authorities and the media, careful to avoid
detection. It relies on anonymous phone calls, documents left in public places, and
discreet meetings in remote locations with scoop-hungry reporters.
The angel then starts talking to everyone involved in the scandal, and each of them
is told that another was the source of the leak. Inevitably, mistrust gives way to
paranoia, which in turn gives way to fury. It's only a matter of time before one of
them begins to plot murder. Given that all of the people in these scandals tend to
be wealthy and powerful, it's relatively easy for them to hire people willing to
take a life in exchange for cash.
After the ensuing bloodbath, the angel reveals itself to its surviving victims, but
rather than inflict any harm on them, it tracks down and murders their closest
loved ones, bringing back a single body part from each one (an eye, a finger, a
kidney). Then, it leaves its victims to do as they will.
Takedown
The Zealots may get involved after the Haueza has exposed its true shape to one of
its victims. In this case, the clock will be ticking, because the angel will be
looking for the innocent relatives of the people that it's been tormenting.
Alternately, the Cadre might get brought in after the carnage is over, which means
that they'll be trying to stop the cycle of violence by catching the angel before
it kills again.
12.2.13. Hiulevaim
Rank: Shadow
Strength: 3
Sense: 4
Soul: 7
Life: 18
Grace: 21
Armor: 4
Appearance
The Hiulevaim appears a mass of slippery black tissue that writhes and coils around
itself. Ropes of oily flesh extrude from the central mass, then merge together to
form hands, claws, or tentacles, before sinking back into the body.
The various tendrils and appendages are slimy and cold to the touch, and leave
tarry residue on everything they touch. Occasionally, faces can be glimpsed amid
the folds of tissue, and these faces whisper, but it is impossible to make sense of
what is said. The Hiulevaim leaves small pieces of itself behind, and these
eventually melt into a sticky goo.
Pattern
This angel hunts those who do not pay their debts. It takes over the body of a
collector, condensing its cold dark bulk into a single fiber and crawling inside
his body. Using the skell, it harasses and intimidates those who owe money, whether
to a company or a criminal organization.
It escalates the threats and the menace until its victims are ready to do anything
to make the debt go away. It then proposes a desperate solution: robbery. The angel
promises to erase the debt if the victim will simply go to an unoccupied house and
take whatever can be stolen.
Naturally, the house is never unoccupied, and violence almost always ensues. The
angel is there to see that the victim of its scheme is either the killer or the
killed. If neither is the case, the angel reveals itself to all involved, and
slaughters all of them, including completely uninvolved bystanders.
Those innocents that it finds are saved -- it absorbs them into its angelic mass,
and their faces are occasionally glimpsed, whispering...
Takedown
The Hiulevaim will continue to use the collector to pursue those who do not pay
their debts until it has exhausted his memory. At that point, it will simply leave
him for another skell. The Zealots may be contacted by the collector, who could
work for a credit card company or an organized crime family. Either way, he may
give them all of the information, and perhaps even tell them where he last saw the
angel.
Or they may get involved after the first killing, while the collector is still
possessed.
12.2.14. Ieshavuul
Rank: Judge
Strength: 9
Sense: 1
Soul: 5
Life: 28
Grace: 11
Armor: 9
Appearance
The Ieshavuul appears as a nude human female. From between its shoulders, there's a
cluster of green tentacles ending in three black claws. Its arms are long, and its
body is covered with pale green thorns. Between its legs, there's a thick pale blue
tentacle from which grow several smaller tentacles. This main tentacle ends in its
head, which is topped by thin white tentacles that writhe around its face.
Its tongue is long and grey and dry, ending in wad of tissue tipped with spikes.
Its legs are pale blue with dark brown spots, each ending in three spikes. The
Ieshavuul smells of old paper.
Pattern
This angel hunts murderers. It stalks those who have taken another life for no
reason other than personal gain, whether it's because of money, sex, power,
satisfaction, or revenge. It does not concern itself with officers of the law, or
soldiers, or those who kill in self-defense.
The angel will not its kill prey outright; instead, it captures a group of
murderers, and it imprisons them in a remote location. Then it hunts them en masse.
First, however, it provides them with weapons. It also allows them a chance to
escape or to defend themselves. However, it invariably wins the game, and winds up
tearing its victims apart. Then it feasts on the corpses.
Sometimes, the angel will bring the families of those who have lost loved ones to
these murderers, and it makes them watch, so that they can see that justice has
been served -- and so they can understand that the penalty for a revenge killing is
just as serious as the penalty for murdering someone for pay.
Takedown
The Zealots may get involved after a huge, partially-eaten pile of corpses is found
by the authorities. Or they may hear of a rash of gangland disappearances. Either
way, the angel welcomes the additions to its game.
12.2.15. Ithuamish
Rank: Weaver
Strength: 5
Sense: 7
Soul: 3
Life: 23
Grace: 16
Armor: 9
Appearance
The Ithuamish has a withered, emaciated body, with long legs and a bony structure.
Its toes are long filaments of grey tissue that dangle as it flies through the air,
and its arms are short, though tipped with long talons. Its skull-like cranium is
long, and its eyes are slitted and green. It flies on ragged brown wings. The
Ithuamish smells of rot.
Pattern
This Weaver hunts those who disobey parents. It does not pursue small children, nor
does it exhibit interest in those who are disobedient on occasion. Instead, it
focuses its attention on those adolescents and young adults who make a habit of
disregarding their parents, bringing them grief and frustration. However, it also
targets parents of such children, as they are partly to blame.
Children who do not study, or do not work, or do not worship, in defiance of their
parents' commands, are like a beacon for the Ithuamish, as are those who habitually
disobey curfews or disregard rules about drugs, sex, or other immoral behavior.
Once the angel has selected a family, it assumes two different guises, depending on
who it is talking to. To the parents, it appears as an eager young prot�g�, looking
to make a name for himself in the world. The angel seems to be looking for
mentorship and guidance, which the adults are only too happy to provide, as their
own children don't seem to have any interest in listening.
Over time, the angel uses its influence to gradually poison the relationships
between parents and children, fostering resentment and jealousy. Playing the two
groups against each other, the angel pushes them towards violent conflict, and then
leads each to believe that the other has murderous intention.
Eventually, bloodshed ensues, and the angel is there to see to it that none survive
the carnage.
Takedown
The Cadre may get involved after the family has been killed off. Investigation will
reveal that while one or two of the murders may have been committed by human hands,
bite marks on the murderer are definitely not human. At that point, the Zealots'
challenge will be to find the angel before it strikes again.
It's also possible that they'll get involved before the violence begins, perhaps
after a random eyewitness catches a glimpse of the Ithuamish changing from one
guise into another.
12.2.16. Jesoavi
Rank: Shadow
Strength: 2
Sense: 5
Soul: 9
Life: 18
Grace: 21
Armor: 6
Appearance
The Jesoavi angel appears as a squat, muscular humanoid covered in a shiny black
exoskeleton, like that of an ant. It has a shark-like maw full of serrated crimson
teeth, massive claws on its two armored legs, and six grey tentacles that drip a
yellowish ichor which smells of chocolate.
Pattern
This Shadow hunts those who worship false idols. It will stalk and kill anyone who
practices a polytheistic faith.
First, it possesses a blasphemer by welding its body with his, an agonizing process
that can take up to an hour. The angel captures the victim, holds him with its
tentacles, and presses its frame against his until its flesh begins to bubble. The
Jesoavi eventually integrates its flesh with the skell's, and is then able to take
control of the body.
It uses its skell to infiltrate the polytheistic faith. It takes copious notes and
learns all it can about the worshipers.
When the time is right, the angel hunts and kills all those involved, using the
skell's body. It leaves behind a great deal of physical evidence, then leaves the
skell at the crime scene to pay for its crimes.
Takedown
The Zealots will most likely be called in after the carnage, though it's possible
that they may get involved while the angel is still in control of the skell.
12.2.17. Jithua
Rank: Weaver
Strength: 6
Sense: 8
Soul: 2
Life: 24
Grace: 15
Armor: 8
Appearance
The Jithua appears as an immense human female with dark red skin and coal-black
hair. Ten feet tall and muscular, the angel does not speak, but occasionally sings
in a voice like a choir of children. It has large, clawed hands and reptilian feet.
Large black spines grow from its back. It smells of roasted meat.
Pattern
This Weaver stalks those who rebel against authority. This can include anyone who
opposes government, whether by peaceful assemblies or outright rebellion. At anti-
war or pro-gay rallies, at protests outside World Bank summits, at civil rights
marches or anti-proposition demonstrations, the angel targets those who disobey the
scriptural admonitions about obedience to one's leaders.
The Jithua transforms itself into an ordinary-looking human female and infiltrates
a group of people prone to such behavior. Once in, it begins to push the group
towards more extreme measures. Though most will have no part of such activity, and
may even seek to oust it from the organization, there will doubtless be a few who
are equally motivated. These it recruits to its cause, and it pushes them to
criminal activity. Such criminal behavior inevitably results in loss of life,
intentional or otherwise.
Once they've crossed the line, and are hunted by authorities, the angel ensures
that the group's leadership (even those who opposed violent action) are implicated
through evidence which it leaves behind. Then the angel simply disappears.
Takedown
The Cadre will probably get involved after the angel has struck, just after it has
joined a new group. The Zealots' mission will be to prevent another such tragedy
from taking place.
12.2.18. Lanshoi
Rank: Weaver
Strength: 4
Sense: 9
Soul: 3
Life: 25
Grace: 14
Armor: 8
Appearance
From the waist up, the Lanshoi angel appears as a humanoid female with four arms.
The lower two ends in large green claws, and the top two end in human hands with
long black fingernails. From the waist down, it has the body of a massive serpent,
with the coloring of a coral snake (bands of black, red, and gold). Its tail ends
in hook that drips russet fluid. The angel smells of hyacinth.
Pattern
This Weaver hunts those who claim to practice magic, miracles, or witchcraft. It
pursues mystics, psychics, and faith healers. It hunts them whether they are true
practitioners or charlatans, whether they actually believe or not.
Posing as a member of the audience, at a performance of some kind, it will use its
Grace to help. These effects stun the magician, but most of the time, he'll play
along, for fear of being exposed as a fraud. A witch who claims to commune with
pagan nature deities will find herself surrounded by suddenly tame squirrels and
rabbits. A psychic who speaks with the dead will find herself face-to-face with a
numinous apparition.
Stories of these phenomena will attract larger and larger groups. Those who believe
will swell the ranks, as will the skeptical and the curious.
Some, however, will be full of anger at the notion, and will attend to see for
their own eyes who would perform such blasphemies. The angel will approach these,
posing as an equally irate member of the crowd. Plans will be hatched. The
aggrieved parties will be encouraged, urged on by the Lanshoi.
If it is not satisfied, then it will help raise the body count by tracking down and
killing a few other audience members, just to make sure that everyone gets the
message.
Takedown
The Cadre will usually hear of these supernatural phenomena, and will be tasked
with investigation. Alternately, they might hear of a mass murder following reports
of witchcraft or psychic activity, and get involved when there's a lot of evidence
on the ground.
12.2.19. Maoian
Rank: Judge
Strength: 7
Sense: 1
Soul: 4
Life: 30
Grace: 9
Armor: 12
Appearance
The Maoian resembles a large insect, with a skull-like head. Its lower jaw is split
in two, and its mouth is crammed full of sharp teeth. Its eyes are multifaceted,
and it has a yellowish underbelly and a bright red stinger. The angel smells of
rain.
Pattern
It pursues thieves and robbers, but also tracks down their associates, including
the lookouts who keep an eye out for the police, the crooked cops who look the
other way, the drivers who help them escape, the security experts who sell them
blueprints and security codes, the fences who purchase their stolen wares, and the
buyers who do business with the fences.
The Maoian favors direct action. It locates, hunts, and kills its prey as
efficiently as possible. Often, it will simply fly across the room, land on its
target's face, and just start biting until the target stops moving.
In addition to petty criminals, the angel also targets large-scale thieves. This
can include heads of criminal organizations, but it can also include embezzlers,
bankers, politicians who misappropriate funds or accept bribes, CEOs who make
millions while their employees are laid off, and contractors who overcharge
governments while the taxpayers foot the bill.
For these, a special punishment is reserved. After wounding the target, the angel
injects him with a powerful drug that induces paralysis from the waist down. Then
it lays several eggs in his bowels, using its foot-long stinger.
After a period of several excruciating hours, these hatch into cherubim, which
emerge from the screaming victim in search of food.
Takedown
The Maoian's activities always end in bloodshed that defies analysis by medical
examiners, so there are plenty of reasons for Zealots to get involved.
12.2.20. Myavethi
Rank: Shadow
Strength: 2
Sense: 6
Soul: 8
Life: 15
Grace: 24
Armor: 5
Appearance
From the waist up, the angel resembles a human female. It has four arms, each
ending in a dark red claw. Atop its head, there's an armored crest of black metal;
in its claws, it holds a flail made of the same metal. From the waist down, its
body is like that of a giant spider, covered in shimmering silvery chitin.
Pattern
This Shadow angel hunts those who abuse animals. This can include those who torment
animals for their own sadistic pleasure, or those who force animals to fight one
another for entertainment (such as cockfights and dogfights), those who train them
to perform through violent means (as do certain circuses and entertainers), and
those who test products on them.
The Myavethi begins by taking control of someone abusive, whether it's an animal
trainer, an employee of a makeup manufacturer that does animal testing, or a
breeder of fight dogs. Once it has possessed its victim, the angel secures a large
space. This can be a warehouse downtown, an entire floor of an apartment building,
or a network of caverns underground. Whatever the case, the angel makes sure that
the area is secure from prying eyes, and begins to soundproof the location.
It then acquires restraints, jars of honey, large quantities of salt, bacon grease,
and fresh blood (usually from the corpse of a murdered human, which may result in
the leaving behind of trace evidence -- which will confuse a Cadre, as the human's
death will be incidental, and will have nothing to do with the angel).
When the preparations have been made, the angel will strike. It drugs all of those
who are involved in the animal abuse, and carries their unconscious bodies to the
area that it has prepared. They are bound up tightly on the floor, and coated with
the foodstuffs that the angel has procured. After a day, during which time the
angel's terrified prisoners have realized that they will never get free of their
restraints, the angel returns with all of the animals that have been abused. It
sets the animals free and leaves them to do what they wish.
After another day, the angel returns. If its victims have not all been devoured by
the pit bulls they train to fight, or the caged tigers that they train to perform,
or the rats that they test cosmetics on, then the angel sets all of the animals
free and introduces new variables into the equation. If the victims are being held
in a warehouse, the Myavethi opens the windows so that birds can enter and peck the
honey from the squirming victims; if they're in a cave underground, the angel
returns with a swarm of wasps or an army of ants.
Takedown
In all likelihood, the Zealots won't get involved until after the first slaughter.
When horrified authorities discover the remains of the trussed-up human victims,
covered in animal and insect bites, the story will be a major news item for some
time. Sightings of a giant insect in the area will doubtless pique the Cabal's
interest.
12.2.21. Naruesha
Rank: Weaver
Strength: 6
Sense: 3
Soul: 8
Life: 24
Grace: 15
Armor: 7
Appearance
The Naruesha looks like the mythical harpy. From the waist up, it resembles a human
female, with two pink wings tipped with grasping claws. From the waist down, it has
legs covered in short brown feathers, and two taloned claws, like those of a bird
of prey. The Naruesha angel screeches as it attacks. It smells of sex.
Pattern
Known to Zealots as the Herpe, the Naruesha angel hunts those who have lustful
thoughts -- those who covet the neighbor's wife.
Once it has established a target, usually a happily married man who has been
entertaining the idea of an affair, the angel poses as a beautiful woman (or man)
and seduces him. It studies its victim beforehand, and it knows exactly what his
type is, so it always succeeds at its endeavor.
The angel entices its target, and doesn't stop until they have fornicated.
Afterwards, the angel sets out to punish him, but makes sure that his is the hand
on the weapon.
Something of a Lady Macbeth, the Naruesha exhorts its victim to become more of a
man. It urges him to destroy his male rivals, describing them as roosters in the
henhouse. It convinces him that his wife is out to get him, or only interested in
his money; it paints her as a castrating shrew who doesn't care about his needs or
his feelings, a woman who uses sex as weapon. It suggests that his wife is cheating
on him with business rivals, or with friends, or with common laborers. It implies
that his children may not actually be his at all.
These insinuations and falsehoods are alternated with scorching bouts of ferocious
sex. The victim is all but helpless under the angel's spell, and though initially
incredulous, gradually becomes convinced that she's telling the truth. Before long,
he is plotting a killing spree. Eventually, he buys a gun.
After the violence, the Naruesha will expose its true form to him, and it will tell
him that he has murdered innocent people. Then it will move on.
Takedown
After the shooting, it's likely that the Cadre will get involved, based on the
murderer's testimony (which the police won't be likely to take too seriously). They
may also get involved before the killing spree, perhaps when a witness sights a
"woman with angel wings" or a "vampire" in the area.
12.2.22. Nevaem
Rank: Judge
Strength: 9
Sense: 3
Soul: 6
Life: 27
Grace: 12
Armor: 10
Appearance
Pattern
It stalks and hunts its victims, but first it teaches them a lesson. It pursues and
mutilates (but never kills) those who are close to the criminals in question. The
injuries inflicted are horrific, but it spares their lives so that their scars may
serve as a warning to others.
Then it goes after those foolish or cowardly enough to cooperate with the
criminals. It slaughters them indiscriminately.
Finally, it tracks down its targets. One at a time, the sinners are held down; it
rams its tentacle down their throats, clutches their organs, and pulls them out.
Should the angel encounter anyone pious enough, it will save him by burning him
alive.
Takedown
The Zealots will probably be brought in once the bodies start to hit the floor. The
Nevaem's brutal habits will attract the attention of law-enforcement officers, who
will have a hard time figuring out how the injuries were inflicted. The stories of
the survivors of its attacks, though difficult to take seriously for people who
don't know about angels, will nonetheless be consistent, which will raise
suspicions.
12.2.23. Ouloroi
Rank: Weaver
Strength: 6
Sense: 7
Soul: 2
Life: 23
Grace: 16
Armor: 6
Appearance
The Ouloroi's torso resembles that of an attractive human female. However, it has
six arms. From the waist down, its body is that of a huge ivory-white maggot with
slimy skin. It smells faintly of smoke.
Pattern
Known to Zealots in the field as the Haggot (short for hag-maggot), this Weaver
hunts traitors, those who have betrayed an allegiance to a faction, group, or
nation.
This can include spy who has turned on his handlers, and who now sells secrets to
his country's enemies; an executive who has been denied a promotion and now trades
corporate secrets in exchange for a new job with his erstwhile competitor; or a
Zilant assassin who arranges a hit on his own boss in order to clear a debt.
The Ouloroi begins by finding and killing one of the target's trusted associates,
someone who knows what the traitor is really up to. It then assumes the form of
this person and contacts the traitor late at night, seemingly in a panic. It says
that the traitor has been burned, and that his enemies are coming for him.
At this point, the angel will turn its attention to those who persuaded the traitor
to turn on his people. In the case of a duplicitous executive, it will look to his
new employers; for a treasonous spy, it will focus on the nation that lured him to
turn against his own.
It will find those responsible and slaughter them, leaving evidence pointing to the
traitor. Then it will bring attention to those that have been betrayed (the company
he used to work for, the criminal organization he was a part of, the federal agency
he once served).
Lastly, it will dump the corpse of the person it murdered in a public place, and
then it will sit back and watch the inevitable fireworks.
Takedown
The actions of this angel can have global repercussions, pitting corporations,
criminal groups, or even nations against one another. The mutilated corpse of the
person that the angel impersonates will be a dead giveaway for the Cadre, given the
trace evidence that the Ouloroi leaves behind.
12.2.24. Phaniam
Rank: Judge
Strength: 8
Sense: 2
Soul: 4
Life: 30
Grace: 9
Armor: 11
Appearance
Pattern
The Phaniam, or Skinotaur, hunts those who are deceitful, whether they cheat on
their spouse, misrepresent themselves, or make a living as con artists.
Once the Phaniam has tracked down its prey, it captures him, binds him, and drags
him to a maze that it's constructed for the purpose of tormenting its victims.
The maze can be an underground network of tunnels, an abandoned school that the
angel has modified with concrete and girders, or a remote forest full of fallen
trees and other obstacles. The victims are dropped into the maze and set loose. The
angel leaves various melee weapons lying around for its victims to use. Invariably,
it tracks them down and eviscerates them.
If the angel perceives that the Cadre is closing in, it will retreat into the maze
and wait. But first, it will release Rephaim, who will wander the maze in search of
fresh meat (the human victims). When Zealots invade a Phaniam's maze, they refer to
the process as a 'dungeon crawl'.
If the angel encounters anyone pure enough, it saves him (by flaying him alive).
Takedown
Sightings of the angel will definitely result in calls or emails to the Cadre. They
may also get involved after one slaughter, as a new one is beginning.
12.2.25. Renzaliam
Rank: Judge
Strength: 9
Sense: 1
Soul: 5
Life: 28
Grace: 11
Armor: 12
Appearance
A nightmarish mishmash of arms, legs, limbs, heads, mouths, and randomly placed
eyes and spines and bristles, the Renzaliam reeks of rotten eggs and vinegar.
Pattern
The angel hunts them down, captures them, and then slowly absorbs them into its own
body. After a time, it releases them, but they are now tainted by contact with the
angel. They are as hideously deformed, and are now consumed with an insatiable
desire to consume human flesh. The effects are permanent. After a human is
transformed by the Renzaliam, drop the Sense and Soul to 1, then add 4 points of
Strength, 4 points of Armor, and 8 points of Grace.
Takedown
The Zealots will probably get involved when things get interesting (i.e., when an
army of deformed flesh-eating monstrosities attacks a shopping mall).
12.2.26. Reshai
Rank: Judge
Strength: 8
Sense: 3
Soul: 5
Life: 29
Grace: 10
Armor: 11
Appearance
The Reshai is a dog-sized reptile with leathery brown and tan skin. It has a
muscular tail, an orange underbelly, and a ridge of black bristles along its spine.
Its paws are tipped with thick talons, and its mouth is a circular maw full of
teeth.
Pattern
The Reshai angel hunts those who bear false witness. This includes those who break
vows, dishonor covenants, and lie under oath.
First, the angel tracks down and hunts the liar in question, but it does not kill
him. It drags him, screaming, to its lair, where it binds him and forces him to
watch.
Then, it brings before him all of those who knew about the deceit, but said
nothing. Friends, family, loved ones, co-workers, and business partners -- anyone
who could have brought the truth to light, but did not do so. These victims are
torn to pieces while the liar watches.
Then, it brings before him all of those who suffered as a result of his deceit.
Those who are guilty of any sin are torn apart.
Takedown
Typically, the Zealots will get involved once the Reshai has begun to snatch
victims from their beds. Eyewitnesses may report sightings of bizarre dog-like
creatures prowling around their neighborhoods.
Even if there are no witnesses, the fact that all of the missing persons are in
some way related to someone who just testified in court (or who was involved in
some kind of business dispute or divorce proceeding) should be a red flag to the
Cadre.
12.2.27. Ruqoloi
Rank: Shadow
Strength: 3
Sense: 5
Soul: 9
Life: 17
Grace: 22
Armor: 3
Appearance
Pattern
This can include those who blaspheme when agitated, or in casual conversation, in
the form of an expletive. It can also include those who blaspheme through word or
deed (for instance, by denying the scriptures or the Commandments). Lastly, it can
include those whose artistic statements are in and of themselves blasphemous (such
as a photographer who stages a crucifixion with a female Christ).
The Ruqoloi drags the victim to a holy place, which it then evacuates through the
very fact of its presence. As soon as the hideous creature flings open the doors to
a church, it is likely that the people inside will flee, screaming, at the sight.
The Ruqoloi then punishes the blasphemer, depending on the type of offense. If the
blasphemy was verbal, it will tear out
his tongue. If it was written, or created (such as a work of art or a document), it
will cut off his hands with its claws. It will then leave its victim bleeding on
the ground. During this time, it hopes that the blasphemer will repent his sin.
It occupies its time by tracking down and attacking those who did not protest the
blasphemy in question. If they heard it but said nothing, it will puncture their
eardrums. If they saw it, or read it, but did nothing, then it will put out their
eyes.
After this process, it will find the blasphemer once more. Regardless of where the
blasphemer is, or who is around, the angel will tear the clothing from his back and
write across the blasphemer's skin. It typically inscribes details pertaining the
suffering of martyrs (who, through history, have been burned, frozen, disemboweled,
dragged, thrown to lions, hung, quartered, starved, flayed alive, beheaded, stoned,
and crucified). For regular text, it will etch the words into the flesh using the
tip of a claw. For the rubrication, it will use the blasphemer's blood.
If it encounters any who are pure of heart, the Ruqoloi saves them. This entails
clutching them by the ankle and flying quickly over rough terrain. Bounced over
stones and pavement, the victim is literally dragged to death.
Takedown
Because the angel's attacks are extremely public, and bound to attract attention,
the Zealots have a number of different ways to get involved in the case. Should any
civilians attack the Ruqoloi while it is punishing the blasphemer, it will
interpret their actions as a blasphemy, and will respond accordingly.
12.2.28. Sameisa
Rank: Judge
Strength: 7
Sense: 3
Soul: 5
Life: 29
Grace: 10
Armor: 9
Appearance
The Sameisa looks like a spectral shark. It has pale blue skin, a white underbelly,
and massive jaws lined with several rows of large teeth. Its body is ridged with
sharp black spikes. Cybernetic enhancements line its dorsal ridge, and its eyes
have been replaced with glowing red lenses. The angel swims through the air,
glowing and ephemeral. Its skin smells of the ocean.
Pattern
Those who abuse themselves through the use of alcohol, night after night, are its
prey. However, it does not simply find and kill them. Instead, it torments and
terrifies them for a period of days or even weeks first. Long after they have sworn
off the bottle and tried to find help, it continues to pursue them. Sometimes, it
gets so close that the victim is knocked over by one of its fins, or scratched by a
spike. But the angel never bites, and it never torments its victim when there's a
witness around.
Eventually, the victim will begin to question his sanity. No one else will believe
him. Whether he's a homeless drifter or a millionaire movie star, no one is going
to listen to stories about phosphorescent cyborg sharks.
When the Sameisa grows tired of its game, it turns its attention to those who have
enabled the victim, by turning a blind eye to his alcohol problem, or by buying him
drinks, or by selling him drinks, or by letting him drive home drunk. It finds its
victims when alone, and it snatches them up an bears them away. Sometimes, there
are trace droplets of blood, but other times, the attack is so swift that there's
no evidence of the attack.
When there is no one left for the victim to confide in, the Sameisa comes for him
one last time. By this time, its victims are usually resigned to their fate, having
realized what happened to those vanished loved ones and friends and bartenders.
After feeding, the angel 'swims' in the skies above the city, where it is sometimes
spotted by pilots of low-flying aircraft.
Takedown
The angel is territorial, and usually repeats feeding pattern in a single area, so
it shouldn't be hard to find. Once the Zealots get involved, the Sameisa may speed
up its consumption of enablers.
12.2.29. Shaurine
Rank: Judge
Strength: 9
Sense: 2
Soul: 6
Life: 30
Grace: 9
Armor: 10
Appearance
The Shaurine angel is a huge insectile entity, six to ten feet long. Its carapace
and mandibles are shiny and black, and its thorax and abdomen are covered with
furry bands of yellow and brown. It stands atop four powerful, muscular limbs. Its
long red stinger smells of cinnamon.
Pattern
This can include lawyers who represent them in court, psychiatrists who claim that
their actions are the result of mental instability, spouses and loved ones who
support them emotionally or financially despite knowing what they've done, and
those who help the murderer avoid justice by concealing evidence or escaping
prosecution.
Before the angel attacks, it first studies its targets and notes their behavior
patterns. During this time, they will notice a preponderance of insect activity in
the area. Swarms of bees or flies will be spotted in strange formations, or acting
oddly (crawling over cars, flying in single file).
Once the Shaurine has established the whereabouts of its prey, and decided what
order to attack them in, it begins. The angel always strikes at night, while its
victims are alone. One by one, each victim is hunted down and impaled with its
stinger. This induces paralysis in the victim, who is then hauled into the air and
flown to a church. The angel leaves her on the rooftop, looking up at the stars.
Then the angel leaves the victim there to contemplate her sins.
It then attacks the next victim on its list. For the next few hours, it leaves all
of its victims on church rooftops across the city, so that they may be closer to
Heaven.
At dawn, it returns.
Each victim is picked up, flown to a great height, and dropped. Though the
paralyzing toxin is still in effect, the victim remains conscious and aware the
entire time. The angel then moves on to the next victim. For several minutes,
bodies plummet from a great height all over the city, landing on businesses, homes,
and busy streets.
The angel finally turns its attention to the murderer. Though it does not kill him,
it wants him to live without sin. So it captures him, carries him to a rooftop,
paralyzes him, and then uses its razor-sharp mandibles to carefully remove all of
the bones in his hands and arms.
If it encounters anyone worth saving, it will ram its stinger between his eyes.
When injected directly into the brain, the paralyzing toxin allows the victim to
experience utter and complete bliss before the nervous system shuts down.
Takedown
The Shaurine hates being interrupted, so if the Zealots begin poking around after
hearing of unusual insect activity, the Shaurine may get careless. For example, it
may accidentally administer a low dose of the toxin to one of its victims, allowing
her to climb down off the roof of the church and tell people what happened to her.
This can help the Cadre figure out what they're up against.
12.2.30. Suthuam
Rank: Weaver
Strength: 4
Sense: 9
Soul: 1
Life: 22
Grace: 17
Armor: 9
Appearance
The Suthuam angel appears as a nude human female. It has two short black horns,
pale white skin, pointed ears, white eyes, and long hair. The Suthuam is always
dripping with sweat that smells faintly of incense. It usually carries a chainsaw.
Pattern
Known to Zealots as the Fuckubus, the Suthuam stalks those who fornicate.
Unlike the Aeshuam, this angel is not necessarily interested in those who commit
adultery. It is focused on anyone who commits fornication. In particular, it is
interested in those who have multiple partners in a short period of time.
The Suthuam takes human form (male or female) and seduces one of its targets. Using
guile, cunning, manipulation, and sexual dominance, the angel persuades its victim
that another paramour is plotting something awful. A young woman is told that one
of her boyfriends plans to kill her. A man is told that his pretty young girlfriend
is going to blackmail him by threatening to send incriminating pictures to his co-
workers. While these stories would elicit skepticism when coming from a normal
person, they have the ring of absolute truth when told by an angel.
In no time at all, bloodshed will ensue. Terrified and angry, and twisted by the
angel's manipulations, the victims will turn on each other.
The Suthuam tends to feel the urge to get into the action once the killing starts.
When its victims have finished chasing each other around and clubbing or stabbing
one another to death, and only a few of them are left standing, covered in blood
and full of horror over what they've just done, the angel will reveal its true form
and attack with a chainsaw.
For the next few minutes, it will hack the surviving victims to pieces, after which
it will run outside in search of more targets. Completely maddened by the smell of
blood, it will attack anyone who reeks of sin (regardless of what type of
transgression has been committed).
If it finds anyone worth of salvation, it will force him to kneel and pray with it.
After they pray, it will kiss him on the brow and walk away. A day or two later,
the skin will blacken where the angel's lips touched it. Cysts will develop. Decay
will ensue, and the victim's skull will soften and collapse. Then the victim will
die.
Takedown
The Zealots will probably get involved after a bloodbath. Some trace evidence at
the scene will link to one of the angel's next victims.
12.2.31. Syeshunui
Rank: Shadow
Strength: 3
Sense: 6
Soul: 8
Life: 16
Grace: 23
Armor: 4
Appearance
From the waist up, the Syeshunui is a humanoid male with pale grey skin and four
glowing green eyes. From the waist down, it has a cluster of dozens of purple
tentacles that drip a milky white lubricant. There are two main tentacles, which
are made of a silvery metal and tipped with spikes.
Pattern
Each is placed in a separate room and told, in no uncertain terms, that the only
way to survive is to kill the other person. Each is armed with a hand-held weapon,
such as a fire axe or a butcher knife. Then the angel releases them and steps back
to watch.
When the fight is over, it temporarily abandons the skell (who slumps to the floor,
unconscious) and reveals its true form. If the woman wins the fight, the angel
tears her apart with its tentacles. If the man wins, he is castrated.
After it has killed several couples, the angel will release the skell and move on.
Takedown
The Zealots will probably get involved when the skell turns himself in and tells
his story. When the authorities find the dead bodies (one killed by conventional
means, one bearing marks that don't come from any human or animal), the Cadre may
also get brought in.
12.2.32. Szaima
Rank: Weaver
Strength: 4
Sense: 8
Soul: 2
Life: 21
Grace: 18
Armor: 8
Benison: Eyaluth
Appearance
The Szaima is a humanoid female, six feet tall, with extremely long arms and
fingers. The single eye in the middle of its brow is dark green. Its forearms are
bound in grey sackcloth and smeared with ash, and its face is covered in tattoos.
On its back, it wears a carved length of wood known as a chiastus, which it uses to
display severed heads and dried human entrails.
Pattern
The Szaima is drawn to small communities where people pretend to live in harmony,
even as internal forces of their own creation (such as drugs and child abuse) are
tearing families apart. The Szaima is driven to fury by the callous indifference to
such phenomena, and retaliates by destroying the community from within.
First, it uses its powers of deception to persuade various groups (the city
council, the sheriff's station, a powerful family) that an extremely valuable item
(briefcase full of stolen bearer bonds, box full of Nazi gold) has been hidden
nearby. It says that others are also trying to get their hands on this item, and
that they will use deadly force to procure it.
It tells its victims where to find this treasure, and it allows them to turn on one
another. Eventually, it reveals its true self and begins to hunt them, taking
trophies for its chiastus.
Takedown
The Zealots will probably get involved after the slaughter begins. They might have
to try to stop it before the angel can kill everyone, or they might be tasked with
prevent its next attack.
12.2.33. Thelloi
Rank: Shadow
Strength: 3
Sense: 5
Soul: 7
Life: 16
Grace: 23
Armor: 6
Appearance
The Thelloi angel is a ten foot tall humanoid with pale red skin. Its head and
shoulders are covered in white cysts, some of which will pop, dripping bright
yellow ichor across its body. There are three crimson tentacles at its abdomen,
ending in small white pincers that it uses to pluck the soft flesh from its
victims. The Thelloi reeks of sulfur.
Pattern
This angel hunts those who entice the faithful to turn against their beliefs. It
targets any who attempt to use reason or lies to convert believers to atheism or to
another faith.
Once it has settled on a victim, it possesses his body and uses it to kill the
victim's family, one person at a time. It then sets out to show the world the power
of faith by walking into churches and temples, and shooting victims at random.
It then demands that the terrified survivors renounce their faith. Those who do so
are executed on the spot. If someone refuses to renounce his faith, the Thelloi
will reveal itself, mangle the victim beyond recognition, and walk away.
Takedown
The Zealots may get word about the murders before the Thelloi reaches the church.
If not, they'll surely hear about the shootings afterwards. Their mission will then
be to prevent the Thelloi from perpetrating another such massacre.
12.2.34. Vashii
Rank: Shadow
Strength: 3
Sense: 6
Soul: 7
Life: 17
Grace: 22
Armor: 6
Appearance
The Vashii is a monstrous spider-creature with four bristly arms, bright red eyes,
and brown mandibles that drip mucus. It stinks of urine.
Pattern
It hunts terrorists and extremist groups that seek to instill fear and discord.
Believing that humans ought to fear nothing but damnation, the angel aspires to
teach them a brutal lesson.
First, it finds a terrorist group and possesses the leader. The angel declares that
it is time to begin work on a new terrorist attack, one that will shock the world.
It prepares an elaborate plan that will come to fruition in a public place, such as
an airport or shopping mall. For weeks, the terrorists plan the attack, determining
who will be in charge of detonating explosives and who will be tasked with shooting
the security guards and civilians.
Finally, the terrorist group attacks. But unbeknownst to them, their explosives are
all duds, and their bullets are all blanks. Worse, all of their weapons and devices
have been booby-trapped. Hidden razors in their trigger-guards lop off fingers;
garrotes built into backpacks suddenly snap tight, strangling them; cell phones
squirt acid when flipped open. One by one, the terrorists are mutilated and killed,
while horrified civilians watch. The angel then attacks everything that moves until
they're all dead.
Takedown
The Zealots may get word of a hideous creature sighted near a terrorist compound.
Or they may hear about the attack once it's in progress.
12.2.35. Vuellamoal
Rank: Shadow
Strength: 3
Sense: 6
Soul: 9
Life: 18
Grace: 21
Armor: 3
Appearance
The Vuellamoal is a large, squad biped, roughly fifteen feet tall. It has rough
grey-blue skin and four bright blue eyes. Its muscular arms are so long that they
drag on the ground. From its toothless maw, the angel vomits up fleshy yellow
organisms that wait like children and flail around until they smell prey (at which
point they attack ferociously). The angel smells of ripe peaches.
Pattern
This angel, called the Regurgititan by some Zealots, stalks those who are suicidal.
It resents the fact that they are rejecting the gift of life, and it seeks to teach
them the value of their own existence.
The angel takes all manner of risks while in control of the victim's body. It
drives fast, attacks indiscriminately, and taunts officers of the law. It also
subjects the victim to the horror that is impending death. He must watch, helpless
to interfere, as the angel uses his body to bludgeon unsuspecting strangers to
a pulp. He can do nothing as they try to crawl away, begging for mercy.
Eventually, the angel releases the victim, and leaves him to face his fate, content
in the knowledge that it has taught him to value every moment of a fragile and
ephemeral existence. In order to protect him from himself (or others), it vomits up
several banana-yellow Cherubim that follow the target around until slain. They will
protect the skell with their lives. To create a Cherub, distribute 15 to 30 points
between Strength, Sense, Soul, and Life (with a maximum score of 12 in any field).
In its spare time, the Vuellamoal etches scriptural passages into walls.
Takedown
This angel's path of destruction should serve as a beacon to Zealots. They may also
become involved afterwards, when police officers try to subdue the skell, only to
be attacked and mangled by the numerous Cherubim that follow him around like pets
(though he may try to escape them).
12.2.36. Vumuya
Rank: Judge
Strength: 8
Sense: 3
Soul: 5
Life: 29
Grace: 10
Armor: 10
Benison: El-Gibhor
Appearance
The Vumuya is a sphere of glistening tissue roughly four feet across. Its pink skin
is translucent, and internal organs are visible through its tough external sac,
including dark red kidneys, bright pink intestines, lime-green stomachs, and grey
brain matter. Its body is ringed with thin black tendrils, and its only visible
orifice is a tooth-ringed aperture that serves as both mouth and anus. It smells of
camomile.
Pattern
The Vumuya targets those who abuse their loved ones. It stalks those who beat their
spouses or children, or who abuse those who are too elderly and frail to defend
themselves. It also punishes those victims of abuse too craven to seek help, or
those who turn a blind eye to such abuse.
First, the angel constructs its lair, a process which can take several days.
Typically, the Vumuya builds it lair in a remote location far for prying eyes, as
there are numerous elements that must be constructed, including racks, stockades,
metal grates in the floor, and a ten-foot vertical shaft. Then it attacks and
subdues the abuser. It takes him to a remote location and pinions him, then
explains (in its thick and garbled voice) that he has two choices: the angel can
consume him, or he can help the angel
kill those whom he has abused. Invariably, the abuser opts for the latter.
One by one, the angel captures those whom the abuser has beaten and terrorized. It
hauls the struggling victims in, and gives the abuser a choice of methods. Each
method is a form of medieval torture, including the turcas, Apega of Nabis, the
Pear of Anguish, the rack, the Heretic's fork, branding irons, and the lash. The
abuser is obligated to describe exactly what must be done to each victim, and the
angel obeys his instructions to the letter. However, the abuser is reminded that a
failure to comply will result in his death, so it is clear that the angel is in
charge.
The victims are tortured, and they eventually expire (either from blood loss or
severe injury). Their bodies are mutilated, and the blood drips through a metal
grate in the floor. When all of the abuser's victims are dead, the angel repeats
the process on those who could have helped, or reported the abuse to the
authorities, but who remained silent.
When everyone is dead, the angel places the abuser in a ten-foot-deep pit or shaft.
Still bound, the abuser must then wait helplessly as the angel lifts the metal
grates from the floor, collects the blood in buckets, and pours them into the
shaft. Over a period of several hours, the shaft fills with blood, the level of the
clotting liquid moving slowly up the abuser's body until it finally covers his
mouth and nose, drowning him.
Takedown
Because the angel's pattern requires it to capture one victim at a time, with an
hour or two between abductions, it's likely that the Zealots will get brought in
once a neighbor hears screams, or catches a glimpse of the Vumuya.
12.2.37. Xaanuath
Rank: Shadow
Strength: 2
Sense: 5
Soul: 8
Life: 15
Grace: 24
Armor: 4
Appearance
The Xaanuath is an obsidian-skinned humanoid with two long arms ending in white
talons, four pale green tentacles, tipped with long black spikes, and four legs
that end protrusions of rust-colored bone. Between its legs, a cluster of barbed
tentacles undulate and sway. The angel stinks of burning oil.
Pattern
When it has found someone that has been wronged, someone who still harbors anger in
her heart, the angel sets out to teach her the healing power of forgiveness. After
possessing her body, it tracks down those who harmed or betrayed her, and it uses
her body to torment them. Transforming her limbs into its tentacles, the angel
lashes them, mangles their limbs, and mutilates their faces. Then, it demands that
they forgive the abuse they've endured. Those who sincerely forgive the angel are
set free, and those who do not are impaled atop a church spire and left for dead.
Afterwards, the victim of possession is released, with the admonition that she must
learn to forgive trespasses. For the next few days, the angel will watch her from
afar. Should anyone attempt to arrest or her or question her about the incident,
the angel will swoop down and devour him on the spot, regardless of any witnesses.
Takedown
Once the angel has begun, it is hard for it to stop. It will attack anyone that has
wronged the skell, whether it's a grievous injury or a minor act of rudeness. The
list of victims can therefore be quite long, giving the Cadre ample opportunity to
gather evidence and track the angel down.
12.2.38. Xaramas
Rank: Weaver
Strength: 6
Sense: 8
Soul: 1
Life: 23
Grace: 16
Armor: 6
Appearance
From the waist up, the Xaramas angel appears as a humanoid female with two claws of
gleaming black metal. There are golden bands on its biceps, wrist, neck, and waist,
and two spikes of black metal growing from between its shoulder blades.
From the waist down, the angel's body resembles that of a large four-legged insect.
It is covered in shiny black chitin lined with bands of gold. It smells faintly of
eucalyptus.
Pattern
The Xaramas believes that sacred music is a reminder of the true nature of
divinity, and that it has the power to elevate the human spirit.
First, the angel hunts and kills those who oppose the union of church and state, be
they politicians, activists, or scholars. It kills them. It disassembles their
bodies and uses the parts to create something new.
Then it assumes human form and attends a major community event (of a secular
nature). At the climax of the event, when the curtain is pulled back to reveal a
new art installation, or when the ground is broken to commemorate a new
construction project, the angel reveals its masterwork.
The instrument is a mechanical wonder that plays by itself. Bladders made from
dried and inflated lungs and stomachs are used to pump air through vocal chords,
and into flutes carved from femurs; xylophones made from femurs are struck, and
hollowed skulls full of teeth are rattled.
Takedown
After the unveiling, the angel moves on, but it tends to operate in one
geographical area. This tends to make it easy to track once the Zealots understand
the pattern of its killings. For effect, it's usually better to let them see one of
the instruments at the beginning of a scenario.
12.2.39. Zumeuna
Rank: Weaver
Strength: 5
Sense: 9
Soul: 2
Life: 22
Grace: 17
Armor: 7
Appearance
The Zumeuna is a humanoid female with extremely long arms and fingers. Its forearms
are patterned with wine-colored splotches and marks, and its fingers are tipped
with eight-inch talons of dark metal. Its lower legs are covered in thick fur,
ending in cloven hooves. The angel smells of jasmine.
Pattern
The Zumeuna angel believes that true faith is something that must be nurtured at
all times, not just during weekly services. To ensure that the devout are thinking
of religious matters at all times, the angel uses serial killers to test the faith
of a congregation. The Zumeuna finds a serial killer, reveals itself unto him, and
tells him that he has a choice: die in agony or serve the will of Heaven.
If the killer agrees to obey, the angel sends him to track down and kill members of
a congregation that the angel suspects may be less than committed to the path of
divinity. The killer is encouraged to make the deaths as spectacular and memorable
as possible, and it is suggested that a religious motif would probably add a great
deal to the effect. Typically, the killer is so horrified that he does precisely as
instructed.
After several such killings, the angel eventually decides that the pious have been
given something to think about. It then kills and devours the serial killer, and
then begins to look for a new one.
If it can't find one, it settles for someone who would probably make a good serial
killer with just a little bit of encouragement.
Takedown
The pattern of killings will doubtless lead to the the serial killer, who will be
less preoccupied than usual with the threat of discovery from the authorities
(frankly, he'll probably be hoping that they'll come and rescue him from the
horrific angel). However, it's possible that the angel will have more than one
killer performing its will in a given area. Tracking the angel may require the
Zealots to track a serial killer, watching him as he kills, and possibly even
protecting him from the authorities in order to close in on the angel.
12.3. Ophanim
The Ophanim are vast and terrible monstrosities sent from Heaven to destroy the
cities of men. During the days before the arrival of an Ophan, the city is plagued
by unearthly phenomena, which build gradually, creating a feeling that something
terrible will happen soon. The ground shakes, volcanoes erupt and belch fire and
ash and sulfur into the air, people hurl themselves from rooftops, swarms of
insects darken the sky, cyclones tear through downtown shopping districts, and
small pets suddenly grow to the size of tigers and attack their masters.
When the Ophan arrives, it lays waste to most of the city before deciding that the
punishment is adequate. Then Ophan will simply depart (each in its own way),
leaving behind thousands dead or insane, a city in ruins, and numerous Rephaim,
which have followed the Ophanim the way that a remora clings to a shark.
Though there are innumerable Craanoi angels, there is only one Achoris-Ptah. When
it is slain, it is no more. In light of that fact, and the immense power of the
Ophanim, a confrontation with one of these should be a rare and exhilarating
experience.
The Ophanim are not appropriate enemies for novice Zealots. Even veteran Cadres
will have difficulty unless they have access to Aspergilia, Osteons, and/or War
Machines.
During combat, an Ophanim will attack twice; once with its tentacles or claws, and
once with a supernatural phenomenon of some kind, such as a burning star from the
heavens, or a sudden locust swarm, or a plague of sores that suddenly affects the
Cadre.
The first attack is a physical attack against a single person or target (such as a
vehicle). When making this attack, the Director rolls dice as usual, then
swipes the defending player's highest die and adds it to his own pool of dice.
The second attack (the supernatural phenomenon) affects the entire Cadre. In this
case, the Director rolls as normal, then makes each player re-roll his highest die
(but only once -- this may result in the player rolling a higher number the second
time around, which is fine).
The Ophan uses Grace to restore its Life score, or to execute additional attacks.
By killing Grace, the Ophanim can telekinetically fling debris at the Zealots; a
point killed equals four dice, and the Ophan can kill up to 3 points at a time
(thereby rolling up to 12 dice in a telekinetic attack). This is in addition to its
two regular attacks.
The Ophan is not hunted in the same way as other angels. Instead, the Zealots are
usually summoned in the days before the arrival of the angel. They don't know
what's going to happen, but the bizarre reports have definitely captured their
attention.
When investigating these weird sightings and attacks, the Zealots may come under
fire from Rephaim, other half-breeds, or even demented people and animals. Then,
finally, the Ophan will arrive.
The arrival of such a vast and powerful angel is a cataclysm unto itself. Buildings
should collapse, people should be slaughtered en masse. When describing the
calamity, always start small and build up to the big payoff. One person suffers or
dies -- then more, then more -- and then the entire city or region.
Remember that the Maledictions and Blasphemies and Desecrations used by the Cadre
will also take their toll on innocent lives. That's the point of the Ophan -- to
force the Zealots to confront the damage that they must inflict in order to win the
war.
12.3.1. Achoris-Ptah
Strength: 16
Sense: 6
Soul: 8
Life: 42
Grace: 15
Armor: 12
Achoris-Ptah is a vast crimson monstrosity with thick, squat legs, each ending in a
cloven hoof. From its midsection grow several writhing purple tentacles dripping
with noisome jade-green fluids. A single scarlet pillar of flesh rises from the
Ophan's center. Eyes line this central stalk, which rises up to a bony white spike.
In the days before the arrival of Achoris-Ptah, the area will suffer unusual heat
variation. Scorching hot days will alternate with unseasonably cold nights, along
with improbable phenomena like rain in the desert or snow in a tropical jungle.
On the day that the Ophan arrives, the area will be wracked by sudden outbreaks of
unexplained violence or suicide. Victims and perpetrators of these crimes will
experience visions of Achoris-Ptah, but will be utterly incapable of describing
what they have seen in a coherent manner.
Animals will behave strangely. Pets will turn feral, and will attack in large
numbers. Mice and cats, in particular, will swarm their prey, typically the very
young or the very old.
Finally, the Ophan will reveal itself, rising from the earth and striding into the
city. Thundering towards any symbols or centers of wickedness, lust, or
extravagance, it will demolish everything it encounters, using its tentacles to
pull down buildings and monuments.
With its cloven hooves, it will crush fleeing civilians underfoot, but will spare
those who genuflect and worship as it passes. The nonbelievers will be picked up
and tossed atop its central spike until its body drips with their fluids.
If Achoris-Ptah encounters any churches that seem focused on wealth and status,
rather than piety and humility, it will tear them down and obliterate all persons
found within.
When it is finished, the Ophan will return to the earth, liquefying and seeping
into the ground.
12.3.2. Ankh-Neferu
Strength: 19
Sense: 5
Soul: 9
Life: 44
Grace: 16
Armor: 11
Vast and squamous, Ankh-Neferu's iridescent scales range in color from deep blue to
aquamarine and cyan; its underbelly is bright white. It has three tentacles on each
side of its massive body, lined with soft pink suction cups.
From its enormous maw comes the reek of rotting fish. The Ophan has two small red
eyes which turn blue when it attacks.
Ankh-Neferu is a repugnant sea creature that is drawn to proud coastal cities which
tout their own wealth and venality.
Prior to the ascension of the Ophan, the seas will be polluted by foul-smelling
fluids of uncertain provenance. Dead fish will rise to the surface by the
thousands. Fishermen will be so nauseated by the stench that they will be unable to
work.
Creatures will rise up from the lightless depths of the sea so quickly that their
bodies will explode. Fish and whales will beach themselves on the shores.
Any vessel at sea on the day before Ankh-Neferu's ascension will be attacked by any
sea creatures that have survived. Sharks and fish will work together to capsize any
vessel they encounter.
The Ophan will then rise from the water, its tentacles undulating in eldritch
patterns that drive ordinary people insane. Bellowing, it will hover across the
land towards the city. The very sight of the Ophan will drive people to attack
their neighbors, using any weapons that they can find.
With its barbed tentacles, it will reach into homes and pluck human victims out,
which it will impale and then devour.
The holy and the pious and the repentant will be spared, but it will use the razor-
sharp tips of its tentacles to put their eyes out.
12.3.3. Athakamin-Hotep
Strength: 17
Sense: 5
Soul: 7
Life: 45
Grace: 18
Armor: 12
Its glistening green body is bulbous and shiny, coated in yellowish ichor, and five
long, thick tentacles grow from its top. The tentacles are bright green, fading
into yellowish near the tips.
The angel's body is covered in bright blue eyes and red-lipped mouths of various
sizes and shapes. Its central mouth is colossal, and ringed with teeth the size of
trucks. From this orifice, the angel exhales a rancid musk that induces crippling
nausea in ordinary humans.
Athakamin-Hotep is preceded by swarms of locusts that devour food and flesh. These
insects swarm the city, destroying gardens and orchards, attacking people and pets,
and covering the windshields of cars and planes.
On the day of the attack, the sun burns red, and seems to drip blood. This
phenomenon is only visible to those who will soon face the Ophan's judgment.
It emerges from a swarm of insects in the center of the city, and immediately
begins to lay waste. It targets the authorities: government buildings, military
facilities, and police headquarters. It topples these buildings first, then moves
on to the rest of the city, seizing and devouring sinners.
The saved are picked up and cast into the insect swarm, and they are borne aloft
towards the skies as the flesh is stripped from their bones.
When its work is done, Athakamin-Hotep disintegrates into a swarm of locusts which
scatter in all directions.
12.3.4. Bael-Shepsut
Strength: 16
Sense: 6
Soul: 8
Life: 43
Grace: 17
Armor: 10
"And there came two angels to Sodom at even; and Lot sat in the gate of Sodom: and
Lot seeing them rose up to meet them; and he bowed himself with his face toward the
ground; And he said, Behold now, my lords, turn in, I pray you, into your servant's
house, and tarry all night, and wash your feet, and ye shall rise up early, and go
on your ways. And they said, Nay; but we will abide in the street all night. And he
pressed upon them greatly; and they turned in unto him, and entered into his house;
and he made them a feast, and did bake unleavened bread, and they did eat. But
before they lay down, the men of the city, even the men of Sodom, compassed the
house round, both old and young, all the people from every quarter: And they called
unto Lot, and said unto him, Where are the men which came in to thee this night?
Bring them out unto us, that we may know them." (Genesis 19:1-5)
"And he looked toward Sodom and Gomorrah, and toward all the land of the plain, and
beheld, and, lo, the smoke of the country went up as the smoke of a furnace. ."
(Genesis 19:24-29)
Bael-Shepsut is a writhing and ichorous mass of flesh, six stories high. Its
crimson skin is covered in bright pink orifices that ooze a foul-smelling white
discharge.
A long pink tentacle grows from its central mouth, lined with long grey teeth. Its
three tentacles, ranging in color from orange to salmon, are tipped with barbed
white pincers.
Brutal and merciless, it was one of the two Ophanim responsible for the
obliteration of Sodom. The city was targeted for destruction because of its cruelty
to those in need. For example, in a cruel prank, beggars were given special coins,
which no merchant would redeem. As a consequence, a beggar would starve to death
with a handful of gold. Then the coins were taken from his corpse and given to
another unsuspecting beggar. Though a wealthy city, Sodom was indifferent to the
plight of the less fortunate, and for this reason, Bael-Shepsut was dispatched to
annihilate the city and all who dwelled therein. It called down fire, and poisoned
the air with sulfur, and it immolated all that it encountered.
In the days before the rise of this Ophan, the people of a city will experience
sickness, and nausea, and bowel-churning agony. The matter vomited and excreted by
the people will coalesce in the sewers below the city, taking physical form.
Putrid and amorphous, Bael-Shepsut emerges from below, smashing through pavement as
it climbs up into view, horrifying the people of the city as it blasts its horrific
vapors into the air. Nausea and panic ensue as the Ophan begins to slither through
the city, toppling structures and flinging cars into the air. It is especially
violent towards the wealthy and prosperous, squeezing them into jelly with its
tentacles. The homeless and needy are spared, but anyone else is chased down,
picked up, and rammed into one of its suppurating maws.
When its work is done, the Ophan liquefies, seeping back into the earth.
12.3.5. Geth-Semerkhet
Strength: 18
Sense: 4
Soul: 9
Life: 44
Grace: 16
Armor: 12
Geth-Semerkhet is an colossal entity with rugose brown skin that resembles tree
bark. It is adorned with tufts of yellow grass, withered red flowers, and crumbling
brown leaves. As it strides across the land, the tips of its lower appendages glow
with vivid green light as they make contact with the soil. The Ophan makes
deafening cracking sounds as it walks, like the sound of breaking branches, or
trees falling in the forest.
Ages ago, Geth-Semerkhet laid to waste the city of Zeboim, one of the five cities
in the valley between Jericho and Jerusalem. Shemeber, King of Zeboim, was
disrespectful of God, and showed a lack of respect for the flora and fauna of the
Earth, so the Ophan was dispatched to obliterate his city. In a matter of hours,
Zeboim was torn apart and razed to the ground, and all of its people were killed.
The Ophan demolishes those who abuse nature, and who do not respect the beasts and
plants of the Earth. It is preceded by powerful winds that gradually build to
hurricane strength, flipping vehicles over and destroying homes. The sky turns
sickly green, and the air is thick with pollen that causes massive outbreaks of
athsma and allergic reactions.
On the day of its arrival, weeds grow to vines, which then lunge for any human that
gets close, strangling him to death on the spot. Flowers and plants grow serrated
teeth, like enormous and powerful Venus flytraps, and attack anything that moves.
The Ophanim grows from a single tree on the edge of town. In seconds, it swells,
uproots itself, and begins to march towards the city. For the next few hours, it
will topple anything man-made, and will crush humans under its dirt-encrusted
roots.
As Geth-Semerkhet shatters pavement and concrete, and its lower appendages make
contact with the earth, the flowers and grasses that grow along its body will bloom
and become verdant.
When it is finished with its work, the Ophan will drive its roots into the soil and
become an ordinary (if gigantic) tree, sentient no longer.
12.3.6. Hatshep-Azath
Strength: 17
Sense: 5
Soul: 9
Life: 42
Grace: 16
Armor: 11
"Therefore this is what the Lord says concerning the king of Assyria: 'He will not
enter this city or shoot an arrow here. He will not come before it with shield or
build a siege ramp against it. By the way that he came he will return; he will not
enter this city, declares the Lord. I will defend this city and save it, for my
sake and for the sake of David my servant.' That night the angel of the Lord went
out and put to death a hundred and eighty-five thousand men in the Assyrian camp.
When the people got up the next morning -� there were all the dead bodies. So
Sennacherib king of Assyria broke camp and withdrew. He returned to Nineveh and
stayed there." (2 Kings 19:32-36)
Inchoate and tenebrous, Hatshep-Azath is a mass of blue and purple tissue, covered
in pink cysts and carbuncles. Its glutinous mass is covered with mouths, tentacles,
eyes, orifices, and arms with deformed fingers.
In ages past, King Sennacherib of Assyria led his armies against Jerusalem. Though
King Hezekiah of Judah had surrendered to Sennacherib and sent him great tribute,
the Assyrian King nonetheless marched on Jerusalem. He sent his army to the city,
and Sennacherib's commander met with Hezekiah. During the meeting, the commander
blasphemed against Judah and God.
That night, Hatshep-Azath coalesced upon the sand and slithered upon the Assyrian
army. They were awakened by a plague of biting worms and serpents and leeches, and
then the Ophan fell upon them. Though some of the Assyrians kept their sanity and
attacked, their weapons had no effect, and Athakamin-Hotep slew them all. In the
morning, Sennacherib's envoys found that the entire army was dead. 185,000 souls
were lost on that day.
The Ophan coalesces from thin air, taking nightmarish shape in the center of the
city and immediately beginning its rampage. It stalks those who blaspheme against
God, oppose the will of Heaven, and deny the true faith. It savagely mauls those
whom it snares in its tentacles, and it uses its gargantuan bulk to topple the
tallest buildings in the city.
When its rampage is concluded, Hatshep-Azath fades away into a bilious mist.
12.3.7. Khamen-Atep
Strength: 17
Sense: 6
Soul: 7
Life: 45
Grace: 17
Armor: 12
"Before David got up the next morning, the word of the Lord had come to Gad the
prophet, David's seer: 'Go and tell David, 'This is what the Lord says: I am giving
you three options. Choose one of them for me to carry out against you.' So Gad went
to David and said to him, 'Shall there come upon you three years of famine in your
land? Or three months of fleeing from your enemies while they pursue you? Or three
days of plague in your land? Now then, think it over and decide how I should answer
the one who sent me.' David said to Gad, 'I am in deep distress. Let us fall into
the hands of the Lord, for his mercy is great; but do not let me fall into the
hands of men.' So the Lord sent a plague on Israel from that morning until the end
of the time designated, and seventy thousand of the people from Dan to Beersheba
died. When the angel stretched out his hand to destroy Jerusalem, the Lord was
grieved because of the calamity and said to the angel who was afflicting the
people, 'Enough! Withdraw your hand.' The angel of the Lord was then at the
threshing floor of Araunah the Jebusite. When David saw the angel who was striking
down the people, he said to the Lord, 'I am the one who has sinned and done wrong.
These are but sheep. What have they done? Let your hand fall upon me and my
family." (2 Samuel 24:11-17)
This antediluvian monstrosity is a leprous mass of ebon flesh, shot through with
veins of emerald and gold. Its carcass is surmounted by six burning red eyes, and
its loathsome pseudopods drip with acidic fluids. Its oily skin reeks of
putrefaction and rot.
In the time of King David, Khamen-Atep was dispatched to teach the people of Israel
a lesson. In a matter of hours, it slaughtered 70,000 victims.
In the days before the Ophan arrives, the city will be debilitated through
sickness. Horrid and incurable plagues will sweep the area, causing widespread
death and misery.
On the day that Khamen-Atep arises, black clouds with gather in the sky overhead,
blotting out the sun and shrouding the city in darkness. The noxious rain that
ensues will gather slowly in the center of the city, taking the form of the
colossal Ophan, which will then embark on its reign of horror.
Khamen-Atep punishes those who fight in service of man instead of God. It targets
cities known for military installations, and it destroys these, weakening their
nations against attacks from their enemies.
When it is finished, it will return to liquid form and fly up into the clouds in
the form of myriad droplets, and the clouds will then disperse.
12.3.8. Nectan-Amhat
Strength: 16
Sense: 4
Soul: 9
Life: 44
Grace: 17
Armor: 10
"Canst thou draw out Leviathan with a hook? Or his tongue with a cord which thou
lettest down? Canst thou put an hook into his nose? Or bore his jaw through with a
thorn? Will he make many supplications unto thee? Will he speak soft words unto
thee? Will he make a covenant with thee? Wilt thou take him for a servant for ever?
Wilt thou play with him as with a bird? Or wilt thou bind him for thy maidens?
Shall the companions make a banquet of him? Shall they part him among the
merchants? Canst thou fill his skin with barbed irons? Or his head with fish
spears? Lay thine hand upon him, remember the battle, do no more. Behold, the hope
of him is in vain: shall not one be cast down even at the sight of him? None is so
fierce that dare stir him up." (Job 41:1-10)
Also known as Leviathan, Nectan-Amhat is an obscene beast of the seas with fetid
green flesh and a yellow underbelly. The tips of its fins, and the ridges along its
back, are a ghastly white in color. Its head is featureless, save for two dark
indentations where eyes ought to be. Swift and powerful, this Ophan can detect and
identify movement in the water for miles around.
Nectan-Amhat is preceded by a red tide, during which algae rapidly grow, turning
the water red, pink, and purple. The red tide produces toxins that causes horrific
sickness in land animals or humans that come into contact with the red tide; a few
hours after exposure, the victim's skin begins to slough off, but the victim
remains conscious and alive even after the entire epidermis has peeled away,
revealing the tissue beneath. It even affects those who are close to the algal
bloom, inducing respiratory irritation and nausea in those who are near the water.
Sharks and other marine predators will be driven mad with pain, and will attempt to
exit the water, hurling themselves up onto boats and trying to bite anything within
reach. Vast great whites, measuring 9 to 10 meters, will attempt to capsize
smaller craft, and will ram their hulls repeatedly.
Bright lights will be seen in the sky on the night before the Ophan's arrival.
These lights will zigzag across the horizon, hover, burn brightly and fade out, and
zoom dangerously close to any ships or coastal structures before disappearing.
Finally, Nectan-Amhat will reveal itself, rising from the sea to smash any vessels
still on the water. Structures like oil rigs will be smashed, dams will be
shattered, canal lock structures will be pulverized, and coastal cities will be
eradicated as the mammoth entity hurls itself from the water, lands atop its
target, crushing it under its bulk, then undulating back into the ocean.
This sound is at such a low frequency that it is inaudible to humans, in the same
way that a dog whistle is at a frequency so high that people can't hear it;
however, the sound produced is of such high volume that it has an effect on the
human body, even though it is not heard. At first, the song will cause
disorientation, nausea, and pain. Then, gradually, the volume will increase until
the effects are lethal.
After decimating its targets, the Ophan will then sink back into the depths.
12.3.9. Nephren-Gattra
Strength: 18
Sense: 6
Soul: 8
Life: 43
Grace: 16
Armor: 12
"Now this was the sin of your sister Sodom: She and her daughters were arrogant,
overfed and unconcerned; they did not help the poor and needy. They were haughty
and did detestable things before me. Therefore I did away with them as you have
seen. Samaria did not commit half the sins you did. You have done more detestable
things than they, and have made your sisters seem righteous by all these things you
have done. Bear your disgrace, for you have furnished some justification for your
sisters. Because your sins were more vile than theirs, they appear more righteous
than you. So then, be ashamed and bear your disgrace, for you have made your
sisters appear righteous." (Ezekiel 16:49-52)
This loathsome and cyclopean entity is a nightmare of pale pink skin and vile
tentacles. Its five green eyes stare out in all directions, and its hide drips with
sticky blue ichor. Its batrachian and sebaceous tentacles pick up its prey and
stuff them into its gaping violet maw, which is ringed by thin brown tendrils.
Nephren-Gattra appears in a blast of lightning, emerging from a Gate far from the
city. It flies overhead, passing through rural areas, feeding on the souls that it
encounters.
The Ophan then enters the city, where it emanates vast blue bolts of lightning
which knock out power, destroy structures, and electrocute countless victims.
After the destruction has concluded, Nephren-Gattra will ascend into the heavens,
vanishing from view.
12.3.10. Seth-Nyaram
Strength: 16
Sense: 5
Soul: 7
Life: 42
Grace: 18
Armor: 11
"Behold now Behemoth, which I made with thee; he eateth grass as an ox. Lo now, his
strength is in his loins, and his force is in the navel of his belly. He moveth his
tail like a cedar: the sinews of his stones are wrapped together. His bones are as
strong pieces of brass; his bones are like bars of iron. He is the chief of the
ways of God: he that made him can make his sword to approach unto him. Surely the
mountains bring him forth food, where all the beasts of the field play. He lieth
under the shady trees, in the covert of the reed, and fens. The shady trees cover
him with their shadow; the willows of the brook compass him about. Behold, he
drinketh up a river, and hasteth not: he trusteth that he can draw up Jordan into
his mouth. He taketh it with his eyes: his nose pierceth through snares." (Job
40:15-24)
Also known as Behemoth, Seth-Nyaram is a pitiless and monstrous Ophan with shiny
maroon-and-cobalt skin. Its immense mouth can swallow entire groups of screaming
victims, and its taloned claws can slice tanks open so that its writhing violet
tentacles can pluck out the wailing soldiers within. Though featureless, the Ophan
is aware of all that transpires around it.
Seth-Nyaram is preceded by unnatural rain. On one day, blood will drip down from
the sky; on another, frogs will plummet to Earth, splattering all over the city; on
a third, snake venom will blind those caught outside during the deluge; on a
fourth, bile will sicken and nauseate all those drenched in the downpour.
Enraged by vice, this Ophan will thunder into the city on the appointed day,
slamming through buildings and other obstacles as it careens towards brothels,
gambling dens, casinos, massage parlors, and bingo halls. Without mercy or
hesitation, it will devour all that it encounters. The fortunate will be sliced
into pieces by its massive teeth; the luckless will be swallowed whole, partially
digested, and excreted alive, all within a few moments. Though not immediately
fatal, their injuries will be particularly horrific.
When it is tired of the carnage, the angel will shimmer out of existence, leaving
behind a demolished city.
12.3.11. Sobek-Harathul
Strength: 18
Sense: 6
Soul: 8
Life: 54
Grace: 16
Armor: 12
"When the Lord goes through the land to strike down the Egyptians, he will see the
blood on the top and sides of the doorframe and will pass over that doorway, and he
will not permit the destroyer to enter your houses and strike you down. Obey these
instructions as a lasting ordinance for you and your descendants. When you enter
the land that the Lord will give you as he promised, observe this ceremony. And
when your children ask you, 'What does this ceremony mean to you?' then tell them,
'It is the Passover sacrifice to the Lord, who passed over the houses of the
Israelites in Egypt and spared our homes when he struck down the Egyptians.' ' Then
the people bowed down and worshiped. The Israelites did just what the Lord
commanded Moses and Aaron. At midnight the Lord struck down all the firstborn in
Egypt, from the firstborn of Pharaoh, who sat on the throne, to the firstborn of
the prisoner, who was in the dungeon, and the firstborn of all the livestock as
well. Pharaoh and all his officials and all the Egyptians got up during the night,
and there was loud wailing in Egypt, for there was not a house without someone
dead." (Exodus 12:23-30)
Sobek-Harathul is a towering horror, over 800 feet high. It stands atop three squad
legs, and it attacks with three thick arms ending in grasping pincers. The skin of
its squamous hide is a sickly yellow, with blotches of necrotic blue and bilious
green. Atop its body, three rubbery violet tentacles wave slowly, as if blown by
some noxious wind. Those humans who observe the pattern of those tentacles will not
understand that the Ophan is writing its true name in the air, but they will
nonetheless be compelled to take their lives immediately.
When Sobek-Harathul arrives, plummeting from the sky to land with a deafening
impact atop the seat of government, the resulting shockwave will permanently deafen
thousands of people.
The Ophan will then begin to topple all monuments and government buildings,
crushing them to dust beneath its massive hooves. Those who flee will be crushed,
and those who attempt to mount a defense will be swatted into oblivion.
When the carnage has ceased, Sobek-Harathul will fold in upon itself and vanish.
Any human who witnesses this act will be permanently blinded.
12.3.12. Thas-Naphor
Strength: 17
Sense: 4
Soul: 7
Life: 52
Grace: 22
Armor: 12
"The whole land will be a burning waste of salt and sulfur�nothing planted, nothing
sprouting, no vegetation growing on it. It will be like the destruction of Sodom
and Gomorrah, Admah and Zeboim, which the Lord overthrew in fierce anger."
(Deuteronomy 29:23)
Thas-Naphor is a tenebrous atrocity, wrought of gleaming black metal. Over 600 feet
tall, the Ophan was engineered to lay waste to the cities of men in preparation for
the angelic onslaught.
Admah (Hebrew, "earth) was a city in the Valley of Siddim, southeast of the Dead
Sea, east of Zeboim, inhabited by the Canaanites. It was one of the Cities of the
Plain upon which Abraham looked from the heights of Bethel. In ancient times,
Shinab, the king of Admah, waged war upon the kings of the east, and he was
defeated. He returned to Admah a bitter and vengeful man, and he vented his anger
on the people of his kingdom. He tortured and murdered at will, and he despoiled
maidens to satisfy his rage, but his fury would not subside. In time, Thas-Naphor
was sent down to destroy Admah, to punish her people for permitting such a
reprehensible king to remain in power. The city was eradicated on the same day that
Sodom and Gomorrah fell.
The advent of Thas-Naphor is preceded by a hail of brimstone and fire. This event
lasts for several days, and it falls in a perfect circle around the city. All of
those within its circumference suffer from heat, and from the fetid vapors. Those
who try to flee are cut down by the burning hail, which tumbles from the sky in
small shards that slice flesh, or in boulder-sized chunks of fiery stone that crush
cars and tanks alike. Those in the city are trapped with no chance of escape.
Finally, Thas-Naphor erupts from the earth, surrounded by an eruption of lava that
commences the devastation. Thas-Naphor emits a thick buzzing sound that drives
people to attack one another like wild animals. Those who catch a glimpse of the
entity are blinded by the light which glints from its metallic exterior. Those who
are touched by its shadow are wracked with horrific seizures, and they vomit up
their putrefied internal organs, which then are transformed into Rephaim.
When the Ophan is finished, the city is covered in salt and ash and brimstone, and
nothing will ever grow there again. That-Naphor then tunnels back into the Earth
and awaits further instruction.
12.3.13. Thutmosis-Hulud
Strength: 18
Sense: 5
Soul: 9
Life: 44
Grace: 17
Armor: 12
"And the flood was forty days upon the earth; and the waters increased, and bare up
the ark, and it was lift up above the earth. And the waters prevailed, and were
increased greatly upon the earth; and the ark went upon the face of the waters. And
the waters prevailed exceedingly upon the earth; and all the high hills, that were
under the whole heaven, were covered. Fifteen cubits upward did the waters prevail;
and the mountains were covered. And all flesh died that moved upon the earth, both
of fowl, and of cattle, and of beast, and of every creeping thing that creepeth
upon the earth, and every man: All in whose nostrils was the breath of life, of all
that was in the dry land, died. And every living substance was destroyed which was
upon the face of the ground, both man, and cattle, and the creeping things, and the
fowl of the heaven; and they were destroyed from the earth: and Noah only remained
alive, and they that were with him in the ark. And the waters prevailed upon the
earth an hundred and fifty days." (Genesis 7:17-24)
Thutmosis-Hulud is the source of such myths as J�rmungandr and the Kraken. This
immense and oleaginous creation is usually only visible as a vast shape under the
water. Its three eyeless heads, each ending in a circular orifice ringed with four
grasping claws, ranges in color from sapphire blue to jade green. Its dripping
scales darken as they reach its main body, which has six vast legs and three thick
black tails.
When the time has come, the Ophan will raise the seas, flooding the Earth as it did
millennia ago. A monstrous wave will rise, and it will engulf the city that
Thutmosis-Hulud has targeted. When the wave has broken, and recedes back into the
water, thousands will have been killed or injured. The Ophan will emerge from the
sea to continue its work.
Thundering through the city, Thutmosis-Hulud will smite all those who reek of
wickedness. Those who are pure, however, will be picked up and hurled far out to
sea; should they survive the impact, they will be consumed by the beasts which
follow the Ophan, and their souls will be set free.
When it is finished, the Ophan thunders back out to the water and swims out into
the ocean.
12.4. Erelim
The Erelim are elite biomechanical units sent from Heaven to destroy all half-
breeds that oppose the will of Heaven. This includes Disciples and Zealots.
These angels are extremely powerful, and are recommended for advanced groups with
some experience under their belts.
Each breed of Erelim has a specific set of weapons, as well as a particular modus
operandi that it employs when stalking half-breeds. Some Erelim take the direct
approach, while others use bait to draw the Cadre out into the open. Whatever the
case, these angels don't really have much time for humans. If the opportunity
presents itself, they'll punish sinners and save the pure, but it's not really a
priority.
Proud hunters, and they refuse to see another angel walk away with their glory. For
this reason, an Erel may very well interfere with the work of a fellow angel, to
prevent it from killing or seriously harming the Cadre. Once it's settled on a
group of Zealots, it wants to be the one to kill them.
The Erel may appear early in a Cadre's career, to "save" them from an attack by a
Rephah or Seraph, if things are going very badly for the players. The Erel will say
nothing; it will merely appear, help to defeat the enemy, and then walk way. Weeks,
or even months later, it will return.
It's rare for Zealots to hunt Erelim, since these angels don't follow the same
patterns as the Seraphim or Ophanim. In fact, most Zealots don't even know that
these angels exist, let alone what they're capable of.
However, some Erelim want to be hunted, and they have ways of getting a Cadre's
attention.
In combat, an Erel can kill a point of Grace to recover two points of Life. In
addition, the Erel can use Grace to execute additional attacks: one point of Grace
for two dice (so killing 6 points of Grace will result in an attack with 12 dice).
Erelim also have access to Benisons, the same way that Seraphim do. They can utter
a Benison once every other round.
12.4.1. An'atrigel
Strength: 14
Sense: 6
Soul: 8
Life: 36
Grace: 19
Armor: 12
The An'atrigel has four silvery segmented tentacles growing from its back, each of
which ends in a barbed blade. Its armor, which has been enameled purple and maroon,
bears the insignia IHVH (the Tetragrammaton in Latin). Bright turquoise lights
adorn its armor, and its eyes glow with a yellow light.
The An'atrigel lures its prey into the open, then attacks them when they least
expect it.
First, the angel stalks and kills an ordinary person, someone who doesn't have any
connection to the Cadre. It then carefully removes the victim's internal organs and
arranges them into a crude map. The intestines form roads or rivers, the kidneys
and lungs indicate buildings or other large structures, and the eyes are placed on
top of the heart, which indicates the target location. When the Zealots arrive,
they find another random victim, in similar circumstances. However, they may (or
may not) also find themselves confronted by a Rephaim, or a demon, or some other
lesser opponent.
After several such kills, the An'atrigel will finally await the arrival of the
Zealots. By this time, it has sent them to several locations (as many as five, or
as few as two), and they may well have been swept up into other events (a police
investigation of the murders, which leads to a conspiracy involving crooked cops
and Zilant assassins, for example). By the time the Zealots arrive at the final
location, they may be somewhat the worse for wear. The An'atrigel will strike as
soon as it sees them. It will attack with ranged weapons before closing in for the
kill with its Maphrian Hammers.
Sacristan Lance
Range: 3
Damage: 3
The Erel's left arm ends in a powerful cannon that fires a blast of superheated
particles. However, because of the divine technology used in the weapon's creation,
it has no effect at close range -- the blast passes through solid objects without
causing any damage to anyone in Range 1. This can be advantageous, as it permits
the An'atrigel to fire through cover without exposing itself (though the usual
penalties for firing blind apply).
Rectorate Bolt
Range: 2
Damage: 2
Effect: Though less effective than the Sacristan Lance, the Rectorate Bolt has the
advantage of being a weapon that can be discharged by any part of the An'atrigel's
body. A surge of compressed flame, the Bolt sears flesh and blisters armor.
Maphrian Hammers
Range: 1
Damage: 4
Effect: There are four Maphrian Hammers, each at the end of a tentacle. Wickedly
curved and serrated weapons, the Hammers are used to slash and gouge.
12.4.2. Chal'asdiel
Strength: 13
Sense: 5
Soul: 9
Life: 37
Grace: 21
Armor: 11
The Chal'asdiel angel is a cybernetic grotesquerie. Roughly nine feet tall, the
Erel has a face with a single orifice, which resembles a lamprey's maw. It is
otherwise featureless. Its blue-grey flesh is covered in gleaming golden armor. The
entity has four arms, two of which end in grasping golden-armored claws, and two of
which end in weapons.
Concealed, the Erel watches to see how the Zealots handle the surprise. It studies
their reactions, observes their behavior patterns, and evaluates their teamwork,
formulating its plan of attack accordingly.
Typically, the Chal'asdiel minimizes risk by waiting until the Cadre has closed out
its case, and then it attacks, while they are weakened and unsuspecting. In combat,
it always tries to pick off the weakest first.
Penitent Scourge
Range: 3
Damage: 3
The Scourge fires blasts of superheated and compressed liquid fuel.
Solifidian Blade
Range: 1/3
Damage: 5
The Blade is a circular saw whose blade is tipped with diamonds, enabling it to cut
through nearly anything. Though it ordinarily lacks the range of the Penitent
Scourge, the Blade can be fired as a projectile, but must then be retrieved and
reinstalled afterwards (the reinstalling, though relatively simple, constitutes an
action).
Holofernes
Range: 1
Damage: 1
The Erel carries a gleaming black sword known as the Holofernes. This blade
inflicts a very minor damage bonus, but it permits the Chal'asdiel to bypass armor
altogether -- the blade is intangible when used against solid objects, enabling it
to slip through armor and inflict damage directly on the Zealot. However, this
means the weapon is useless against Zealots inside vehicles, or behind cover --
another weapon must then be employed.
Booby Trap
Range: 1-3
Damage: varies
Each trap has a different difficulty level, against which the Zealot must make a
Sense check. Some traps are explosives wired into doors or even dead bodies (move
the corpse, explosive go boom). Other traps are tripwired acid sprays, spring-
loaded blades that swing down from above, and spike-lined pits in the floor. The
typical trap has a range of 1 and a difficulty rating of 10, but some traps are so
fiendish and brutal that their difficulty levels go up to 16.
12.4.3. Daz'emiel
Strength: 15
Sense: 4
Soul: 7
Life: 39
Grace: 18
Armor: 10
From the waist up, the Daz'emiel is a human female. Her arms are encased in
gauntlets of some unearthly metal, and she carries a heavy weapon. From the waist
down, her body resembles a metal dragon, and her tail ends in a buzzing chainsaw.
The Daz'emiel is typically dispatched against more experienced Cadres. The Erel
bewilders them by enlisting the aid of a Rephah; the two angels then embark on a
killing spree, leaving all manner of contradictory evidence (up to and including
secretions gathered from angels that the Zealots have faced before, compounding the
confusion). In this manner, they keep the Cadre off-balance until the Erel is ready
to strike.
It sacrifices the Rephah by telling it to ambush the Zealots, but when the Cadre
arrives and the Rephah attacks, the Daz'emiel merely watches and waits. As the
killing blow is struck, and the Zealots kill their target, the Erel attacks from
cover, firing explosive rounds and volleys from its rifle.
Cardinal Halberd
Range: 3
Damage: 4/special
At close range, the Halberd is least effective (at range 1, damage 1; at range 2,
damage 2). At long range, however, it inflicts 4 damage, and there's also a chance
that it may absorb a point of the victim's Fury (if the victim takes damage from
the Halberd, he must roll a Soul check against difficulty 10 or lose a point of
Fury in addition to damage taken). This feature does not apply at ranges closer
than 3.
Hagiotypic Maul
Range: 3
Damage: 5/1
The metal gauntlet on the angel's left hand fires a total of three explosive rounds
(as grenades, damage 5). Once these are gone, the Maul can still be used as a melee
weapon, given its blades and its weight (damage 1). If the rounds are fired at
range 1 or 2, the angel risks taking damage from the explosion, and it is not
likely to take such a risk.
Monergist Saw
Range: 1
Damage: 2
The Monergist Saw is attached to the Daz'emiel's tail, and makes an excellent
close-quarters weapon.
12.4.4. Jal'ariel
Strength: 12
Sense: 6
Soul: 8
Life: 33
Grace: 19
Armor: 11
This Erel attracts the attention of the Cadre by killing their allies.
NOTE: As specified elsewhere in the rules, the Director is prohibited from killing
off contacts unless instructed to do so by the player in question. If the player
wishes to kill a contact in order to create a new one, then the Jal'ariel can
resolve the issue nicely. Otherwise, this Erel can only be used to terminate non-
contact allies, including friendlies that the Zealots have encountered during their
investigations. If a long-running campaign features too many such NPCs to keep
track of, this Erel can be used to thin the herd a little bit.
Once it has targeted a group of Zealots, the Erel tracks down those who have helped
them, provided information, or even asked them for help in the past. One by one, it
hunts these people down and kills them in the grisliest possible ways. The
Jal'ariel is fond of stalking its prey with the Precisian Nail, allowing the target
to think that there's a chance of survival, then delivering the incapacitating blow
(though not the killing blow -- death is still several hours away at this point).
The Jal'ariel has been known to string its victim up, inject him with drugs to keep
him awake and alert, and make him watch as it cuts off small portions of his flesh,
cooks them, and consumes them over a period of several hours. Sometimes the victim
is left alive to tell of this, and other times the process is recorded so that the
Zealots can watch for themselves, at their leisure.
Precisian Nail
Range: 3
Damage: 3
The Nail is a powerful composite bow that fires explosive-tipped arrows. The Erel
carries a dozen such arrows. The angel never uses the Nail at range 1, since the
explosive may affect it as well.
Eremite Falchion
Range: 2
Damage: 2
The Eremite Falchion is a small plasma pistol that the Erel uses when it has run
out of arrows. It lacks the firepower and range of the Nail.
Consecrated Voulge
Range: 1
Damage: 3
When the angel wills it, a glowing blade of greenish metal slides out of the armor
on its left forearm. This blade can be used to stab and slash enemies at close
range.
12.4.5. Pal'abdiel
Strength: 14
Sense: 4
Soul: 7
Life: 36
Grace: 16
Armor: 12
The Pal'abdiel angel appears as a human female with large grey wings. One of her
arms ends in a cybernetic rifle. In her other hand, she holds a glowing sword. Both
of her legs are mechanical from the knee down, and end in stainless steel hooves.
When it has targeted a group of Zealots, the Pal'abdiel angel immediately issues a
challenge to them. It continues to do so until they accept, and combat ensues
immediately after.
The angel doesn't care what the Cadre is doing. Whether they're trying to break up
a slavery ring or bring a demon down or take out a group of Rephaim, it makes no
difference to the Pal'abdiel. (Naturally, a Director will want the situation to be
as complicated as possible before this Erel is introduced, in order to make the
players' lives more difficult.)
The angel starts with a simple note, nailed to a public place (or person). It can
be a simple and direct challenge to a duel, or a manifesto as complex and thorough
as the 95 Theses. Regardless of the method, the challenge is addressed to the
Zealots (using their handles, not their real names), and it even goes so far as to
provide a time and location for the duel.
However, due to bad luck, there's usually a conflict of some sort (of course, the
angel just happens to challenge them to a duel that's going to take place at the
exact moment that the terrorists are going to be attacking the motorcade, so now
the Zealots must
choose between letting the assassination take place, facing this unknown assailant,
or splitting up the team).
If the Zealots ignore the first summons, there will be another, and another, until
they finally agree to meet with the Erel at the appointed place (usually public,
full of witnesses and civilians -- and also usually quite spectacular, such as the
top of a skyscraper during a thunderstorm).
One the Cadre is assembled, the Pal'abdiel flies in (invisible until the last
moment) and attacks.
Hierophant Glaive
Range: 3
Damage: 6
The Glaive is a rifle attached to the Erel's left arm. This weapon can only be
fired every other round. When it is discharged, a massive beam of red light shines
down from the heavens and illuminates the Erel.
Septuagint
Range: 1
Damage: special
A glowing longsword forged from a glittering crimson metal, the Septuagint is the
Pal'abdiel's close-quarters weapon of choice. It inflicts 3 damage against
Investigators, 4 against Sorcerers, and 5 against Fighters. It inflicts 4 points of
damage against all other Half-Breeds. Anytime the Director rolls a natural 12 when
this weapon is used, the damage inflicted is doubled.
12.4.6. Qas'anziel
Strength: 11
Sense: 5
Soul: 7
Life: 35
Grace: 18
Armor: 11
The Qas'anziel looks like a decomposing human female. Her flesh is rotting and
grey, and has almost entirely been replaced with metal components. Her arms are
wrought of a dark blue metal, enameled with bands of some silvery compound, and in
lieu of hands, she has two heavy weapons. Most of her head and face have similarly
been replaced. From the waist down, her body completely mechanical (and made from
the same dark blue metal), consisting of four legs ending in spikes.
The Qas'anziel is strict traditionalist. Perhaps it has a fondness for doing things
the old-fashioned way, or perhaps its neurological deterioration and cybernetic
brain have resulted in a limited imagination; either way, this Erel functions like
a standard target. In all likelihood, it has simply decided that this is the most
effective way to draw the Cadre into combat.
The angel picks a specific type of victim, usually at random, and starts killing.
It murders, mutilates, and moves on. With mechanical precision and attention to
detail, it stalks and destroys the haughty, or the licentious, or the violent, or
anyone else in need of punishment (but it always chooses one type of sin and sticks
with it, once it's made up its mind).
Eventually, the Zealots are able to close the gap and attack the Erel, which
responds in kind.
Manciple Dagger
Range: 3
Damage: special
The Dagger is a futuristic-looking weapon at the end of the Qas'anziel's left arm.
It fires a high-intensity light beam, which (if successful) damages the target's
combat score by 2 points. This effect lasts for a total of 2 rounds, beginning the
next time the target tries to attack the Erel. When the Qas'anziel scores a hit
with this weapon, the victim must make a Soul check against difficulty 10 or suffer
the effects of this weapon. If successful, the victim merely takes 2 points of
damage. The Manciple Dagger can only be used every other round.
Viaticant Pike
Range: 2
Damage: 4
The Pike fires hundreds of tiny spirochete-shaped metal flechettes at its target.
This barrage of shrapnel causes a great deal of collateral damage, given the spread
and the ricochet.
12.4.7. Rul'uhiel
Strength: 13
Sense: 5
Soul: 9
Life: 34
Grace: 15
Armor: 12
The Rul'uhiel is a mechanized horror. Its torso is bright blue, covered in copper
wires and steel plates. The skin of its arms and hands is pale blue, and its
fingers are pale and white and corpse-like. In the middle of each palm is the
nozzle of a bio-weapon that runs up through the arm into the angel's torso.
Dark red tentacles curl from its brow and shoulders, each tipped with a small black
claw. Its body is covered in wires of silver and gold, and flashing lights all over
its torso, and they blink randomly as it clanks towards its prey. Its four
unblinking eyes are flat and black.
From the waist down, the entity's body is mostly a large fleshy pod of blue and
purple tissue that seems greenish urine and solid waste from several vents and
exhausts. Its weight is supported by a dozen legs made from a bright green metal
that emits high doses of radiation.
Whatever the case, the angel will capture them, incapacitate them, and tear one of
them to pieces in front of the others. Once it has demonstrated for them that
humans are merely sacs full of fluid just waiting to be punctured, the angel
explains their mission to them.
They are then sent out to attack the Zealots. Their instructions are to fight to
the death, and to say nothing of what they have seen. Sometimes, they cooperate.
Other times, one or two might try to surrender in the middle of a battle with the
Cadre. The Rul'uhiel doesn't care either way; as far as it's concerned, the Zealots
are doomed regardless.
After the humans have been taken out of play, the angel sends in a Rephah, or an
allied half-breed. This new agent is instructed to attack the Cadre head-on. After
that, a Seraph is recruited into the battle and sent against the Zealots. Each of
these attacks takes place within an hour of each other, giving the Zealots time to
attempt an investigation. However, each attempt will only get them so far: a remote
location with pictures of the Cadre taped to every surface, maps with red lines
drawn on them, cryptic notes, puddles of noisome green excreta on the floor, and
high levels of radiation.
When the gauntlet has been run (Rephah, half-breed, Seraph), the Erel finally
reveals itself, clanking into view and opening fire while laughing hysterically.
Celestial Javelin
Range: 3
Damage: 3
The Rul'uhiel's right hand contains a launcher that fires a self-propelled
explosive round. If the angel misses, the round will zoom back around and attempt
to reach the target on its own. It has a combat score of 6. If it is struck by a
Zealot (or anyone else), the round will explode, inflicting splash damage as
normal. Otherwise, it will continue to try to hit the original contact until it
succeeds, or until the Rul'uhiel is destroyed (at which point the Javelin round
falls to the ground, inert and harmless). The Celestial Javelin contains 9 such
rounds. There can be several such rounds in the air at one time.
Hegumenical Mallet
Range: 2
Damage: 5
The Erel's left hand is armed with a short-range plasma cannon. It can only be
fired once every other round.
12.4.8. Tam'agriel
Strength: 10
Sense: 4
Soul: 7
Life: 38
Grace: 19
Armor: 10
The Tam'agriel appears as a gaunt female with chalk-white skin and completely red
eyes. Its body is covered in a suit of iridescent armor, which appears to be silver
that has been enameled with some nacreous substance, like mother-of-pearl. The
armor is crisscrossed with bright blue wiring, and glowing red lights flicker near
its joints.
The Erel has four arms, and wields a pair of swords and a pair of axes. Behind it,
two large metal wings grow from its back. The angel's boots and gauntlets are
covered with dark blue enamel.
This Erel's preferred method is to get close to the Cadre by posing as a human
ally. First, it disguises itself as a human involved in one of their
investigations. Initially, the Tam'agriel tends to behave in an abrupt, unfriendly,
or unpleasant manner, and tends to put the Zealots on the defensive.
However, over time, the person appears to warm to the group, and may even call them
with tips, information, or requests for help. In other words, it behaves like a
non-contact NPC.
All the while, the Erel is studying the group, learning their behavior patterns. If
it can, the Erel will engineer a scenario that will entail dividing the group,
leaving some of them to 'guard' the Tam'agriel from some unseen nemesis (an angel
on the prowl, perhaps).
Alternately, it may suddenly appear when the group has separated for some other
reason, and may claim that it's being pursued by horrific creatures, and will then
beg for help.
The second the Zealots let their guard down, the angel will reveal its true nature
and attack.
Datarius
Range: 1
Damage: 4
A slightly curved sword that appears to be made of pure gold. When swung, it makes
an eerie keening noise that induces paroxysmal attacks in ordinary humans.
Archimandrite
Range: 1
Damage: 2
A sword wrought of silver. Due to its heft and perfect balancing, the Tam'agriel is
able to wield it with great dexterity. If a Zealot is struck with the blade, he
must make a strength check against difficulty 11, or any armor that he is wearing
will fall off. This is after damage has been inflicted (either to the armor or the
Zealot, or both).
Soterion
Range: 1
Damage: 5
A large axe, with a thick blade on one side and a short blade with three metal
hooks on the other.
Apocrisiarius
Range: 1
Damage: 3
A double-headed battle axe. Any Zealot struck with this weapon must make a strength
check against difficulty 10 or automatically lose initiative the following round
(and therefore go last).
12.4.9. Yan'ahiel
Strength: 11
Sense: 6
Soul: 8
Life: 36
Grace: 20
Armor: 10
The Yan'ahiel has the torso of a beautiful woman, but her arms have been replaced
with four mechanical limbs: a chainsaw, a claw, a flamethrower, and a rifle.
From the waist down, her body is large and powerful, like that of a tiger, but
completely skinless -- gleaming red muscle and thick white bone are visible.
This angel favors the direct attack. As soon as it locates the Cadre, it opens
fire. This is usually during an extremely inopportune time, such as in the middle
of a hostage rescue or an exorcism.
Of all the Erelim, the Yan'ahiel is the most gregarious, baiting the Zealots even
as it attacks them. If they have not already learned the truth behind their
recruitment, it is the angel most likely to drop overt hints.
Predicant Spetum
Range: 2
Damage: 4
The Spetum is an automatic rifle. Best at short ranges, the weapon fires armor-
piercing rounds.
Pontiff
Range: 1
Damage: 5
The Pontiff is a cruel mechanical saw with serrated teeth. It is wielded in melee
combat to cruel effect.
Prelate
Range: 1
Damage: special
The Prelate is a grasping claw which the Erel uses to hold its prey fast. During
combat, the Yan'ahiel uses the Prelate to make a grappling attack. If successful,
it receives a bonus of 2 dice when attacking the victim (until he is able to get
free).
12.5. Rephaim
Bestial and unintelligent, the Rephaim are not massive terrors like the Ophanim, or
biomechanical elite units like the Erelim, or even dangerous predators like the
Seraphim. The Rephaim make excellent introductory angels for novice Zealots, as
they're weaker than the other angels.
They're also less focused. While the other angels all have specific behavior
patterns that
drive their actions, Rephaim are typically just brainless predators that need to be
hunted down and eliminated.
They're created from the supernatural fallout emitted by the use of Imprecations.
Since Zealots are at least partially responsible for the creation of the Rephaim,
it may be that the Cadre feels a certain amount of guilt for any actions taken by
the Rephaim. Be sure to exploit this in gameplay.
12.5.1. Chamsiel
Strength: 7
Sense: 3
Soul: 2
Life: 12
Grace: 9
Armor: 1
The Chamsiel angel is a greenish humanoid with rubbery flesh, jagged teeth, and
beady yellow eyes. Its skin is constantly peeling and flaking, and is covered in
oozing pink sores.
This Rephah is created in the aftermath of the Malediction Abaddon. After the
city's murderers are summoned by a Sorcerer, some do not return to their graves;
some stay behind as Chamsiel angels, and they hunt the living.
Chamsiel angels tend to hunt in pairs. They hunt the city streets at night, during
those quiet hours just before dawn. They stalk drunkards stumbling towards their
cars in empty parking garages, homeless people trying to find rest on metal
benches, drug addicts looking for a last-minute fix, and those who work the
graveyard shift.
In a horrific imitation of the humans that they once were, some Chamsiel angels
will strip their dead victims of their clothing and put it on, only dimly aware
that they still don't look exactly as they ought to.
Though possessed of little more than an animal cunning, they can nonetheless sense
trouble. If confronted, they will fight to the death.
12.5.2. Gressil
Strength: 1
Sense: 9
Soul: 1
Life: 2
Grace: 18
Armor: 3
The Gressil angel is a foot-long invertebrate with oily green skin and a soft,
leech-like mouth. It is a by-product of the Hades Malediction; aging veterans
collapse under the strain of the magic, and their bodies disintegrate, leaving
behind nothing more than a pile of putrefied tissue and two or three Gressil
angels.
This Rephah feeds on human flesh, but given its vulnerability and lack of combat
skill, it must procure food by other means. The creature is a very powerful
telekinetic, and can use a variety of objects as weapons. By spending a point of
Grace, the angel can execute an attack with its Sense score. This can entail
flinging a broken bottle at someone's face or trying to cave in someone's skull
with a manhole lid.
Once the angel has killed a victim, it begins to feed on the corpse. Frequently,
Gressils target the homeless, and it's not uncommon for several of them to feed on
a dead vagrant just a few feet away from busy pedestrian traffic.
Typically, Gressil angels work together for safety, so it's possible to encounter
more than one of them clustered around a single corpse. While a lone Gressil is
easy prey for a Zealot, a group of them can pose a major threat to a Cadre.
12.5.3. Jophiel
Strength: 9
Sense: 3
Soul: 1
Life: 15
Grace: 6
Armor: 2
Though deformed and only vaguely aware that it was once human, the entity is now a
swift and certain killer. Sometimes alone, and sometimes in small groups, the angel
stalks quiet neighborhoods in the dead of night.
Rather than focus on high-crime urban areas, the Jophiel hunts the well-manicured
lawns of suburbia, where its victims are less guarded.
Driven by an urgent desire to consume human flesh, the angel sneaks into homes and
kills the occupants as swiftly as possible.
12.5.4. Nelchael
Strength: 7
Sense: 1
Soul: 1
Life: 8
Grace: 0
Armor: 4
The Nelchael is a mindless predator that lurks in dark, wet places. However, it is
drawn forth by the smell of blood and by the intense emotions associated with
violence.
It slithers out of the sewer grate, or manhole, or swamp water, and it immediately
attacks law-breaker and police officer alike. Victim and aggressor are both crushed
in its powerful coils. It slowly constricts, crushing its prey deliberately unless
attacked by others.
Against Zealots or other half-breeds, the Nelchael will only fight until injured,
at which point it generally tries to escape. Sometimes, it serves a more powerful
angel; in such cases, the Rephah will fight to the death.
12.5.5. Oriphiel
Strength: 8
Sense: 2
Soul: 1
Life: 12
Grace: 9
Armor: 3
The angel is an ordinary person who has been transformed by exposure to the
Infernus Malediction.
It stalks lonely women who dream of having a family. Once it has captured such a
woman, it drags her to a remote place, such as an abandoned warehouse. Using
objects found nearby, it builds a "playpen" for her (effectively a cage that she
can't escape), and then it proceeds to find her the necessities that one would seek
out for a baby: milk, toys, affection.
It brings her glass bottles of cold milk. It brings her stuffed animals, fur matted
with blood. It tries to keep her entertained by bringing her playthings (captured
humans) that it toys with for her amusement.
No matter how she screams, it never says anything, and it never stops smiling.
12.5.6. Raum
Strength: 8
Sense: 3
Soul: 1
Life: 14
Grace: 7
Armor: 2
The Malediction Acheron harnesses the life energy of aborted infants; afterwards,
some of that energy remains behind in the form of Raum angels.
The Raum is a small wad of shiny black tissue covered in barbed tentacles and
appendages. It slithers and clambers across floors, walls, and ceilings until it
has caught a human.
After wrenching off the victim's arms and legs, it tunnels into the abdomen and
latches on to the spinal column. It is now able to see through the eyes of the
dying victim.
As the victim bleeds to death, the corpse's teeth elongate, and its eyes redden.
Consequently, Zealots refer to the Raum as the Vamputee.
In its new body, the angel swings from ceilings, clambers across walls, and
scuttles across floors with alarming speed.
It stalks human prey, which it then eviscerates. Using its numerous tentacles, it
writes passages from scripture on the wall, using the blood of its victim.
12.5.7. Turiel
Strength: 7
Sense: 2
Soul: 3
Life: 13
Grace: 8
Armor: 1
Fiercely territorial, the Turiel will attack any human that wanders in range. It
rips up out of the ground, wraps itself around its prey, and strangles the victim,
then carefully piles rocks and dirt (or other debris) atop the body to conceal it.
If discovered, the Turiel will probably be mistaken for some bizarre mutation.
13. Humans
It has been said that humans are the most dangerous game. For the unwary Zealot,
they can be dangerous quarry indeed. The most dangerous of them can actually hunt
and ambush a Cadre, turning the hunter into the hunted.
13.1. Overview
Half-breeds bridge the gap between humans and angels (or humans and demons).
They're ordinary people who have supernatural abilities, much like the Zealots
themselves. They're particularly dangerous, as they look just like ordinary people,
but have powers that can pose a serious threat to the Cadre.
Different half-breeds have different loyalties. Some serve demons. Some fight with
angels. Some fight for the highest bidder, and some fight for their countries.
If you through enough half-breeds into the mix, your players might find themselves
in the middle of an extremely weird Mexican standoff. Good luck sorting it out!
(Remember, if you don't start with a bunch of people pointing guns at each other,
and end with a bunch of people dead, then you're doing it wrong.)
Ordinary humans make for excellent cannon fodder. Gang members, neo-nazis, drug
dealers, and crooked cops can all interfere with a Cadre's investigation, and
present a great opportunity for Zealots to blow off some steam (and rack up Fury
from those secondary objectives).
While the average Cadre can take out a small group of ordinary humans pretty
easily, a larger group of well-armed gunmen can pose a serious threat. This can
keep your players off-balance, since they'll never know what kind of opposition
they've run into.
13.2 Apostles
Apostles are Disciples who have taken the war against demons to an extreme
conclusion: they consider themselves to be allied with angels, despite the horrors
that angels perpetrate on innocent people. To an Apostle, the work done by angels
is holy, and therefore must be protected.
To that end, Apostles will fight any Zealot (or anyone else) who attacks an angel.
Some Apostles are so completely committed to the idea of a life of piety that they
will attack Zealots or Disciples on sight, because they are abominations.
Since they serve the Cause of Heaven, Apostles will attack demons on sight, and
will fight to the death to destroy them
To create Apostles, or to learn more about Disciples, please check out Dread: The
First Book of Pandemonium (and remember, you can download the entire player section
as a free PDF, so you don't have to buy the book in order to create Apostles).
13.3. Saviors
Saviors are Zealots who have given up the fight against angels, and have in fact
switched sides. They now work alongside angels, and will fight to protect them from
harm. Saviors consider themselves to be servants of Heaven, and cannot be dissuaded
from their mission, which is to separate the wicked from the righteous.
Some Saviors have given up on the War because they feel betrayed by the Monitor.
Others were never that mentally stable to begin with. And some are shell shocked
from the horrors they've seen.
Whatever the case, they'll attack Zealots and Disciples on sight, and will also
fight demons to the death.
13.4. Antinomians
Antinomians are evil Disciples. They've been taken over the Black Line by their
Mentors, and have learned how to use magic, but they've decided that they have no
interest in protecting the human race from demons. Instead, they have allied
themselves with demons, and actively oppose any Disciples or Zealots they
encounter. Antinomians will fight to the
Some do it because they're insane, and they've always been insane (which is part of
the reason they got recruited in the first place). Some were fine, but after
witnessing one horror too many, they snapped and went berserk. Some learned that
their Mentors are actually demons themselves, and the unforgivable betrayal filled
them with such rage that they switched sides.
Whatever the reason, Antinomians possess all of the power of Disciples, but they
use these powers for evil. They hunt Zealots and Disciples, they hunt ordinary
humans, and they fight to defend angels.
The only thing that Antinomians are good for is hunting angels. They're ferociously
committed to the cause of Hell, and will fight angels to the death.
To create Antinomians, or to learn more about Disciples, please check out Dread.
13.5. Hellions
Hellions are evil Zealots who have given up on the war. They still hunt angels, but
for different reasons. Sick and tired of being asked to make sacrifices for a
humanity that doesn't deserve the effort, Hellions are now fully committed to the
army of Hell. They fight alongside demons, and they use their powers for selfish
ends.
Some resent the Monitor for deceiving them about the true nature of the Last War.
Regardless of the reason why, Hellions will attack Zealots and their allies on
sight. They'll also fight to the death to protect demons, and to fight angels.
13.6. Eucharites
Most people achieve orgasm during copulation. Some people enjoy bondage. Some
people derive gratification from role-playing in the bedroom. Others are foot
fetishists.
The average Eucharite looks and sounds just like an ordinary person, but deep down,
he or she is driven by an overwhelming urge to bite into the flesh of an angel and
ingest the sweet meat. The tentacles, the slime, the rubbery tissues -- these are
the most numinous of delicacies to a Eucharite.
Over time, the Eucharite's desire will become overpowering. Many Eucharites are
killed because they
make contact with an angel and immediately attempt to sink their teeth in. They are
ordinary humans, after all, and are therefore easy prey for an angel.
However, in some cases, the Eucharite happens across the angel's corpse after a
Cadre has done its work. In this case, if possible, the Eucharite will take as much
of the meat as possible without being caught.
Wealthy and powerful Eucharites can use their connections with various
organizations to secure samples of angel flesh, but this is very risky, because
Eucharites themselves would make excellent subjects for study.
This particular disorder is extremely rare. In most cases, it is also fatal. The
flesh of angels is extremely toxic, and can kill or severely injure the eater.
However, in some cases, the Eucharite will be transformed into something new and
horrific. This new shape is known as the Phage mode.
The mutation into Phage mode will be accompanied by a new hunger. The deformed and
horrific Eucharite will now hunger for a completely different kind of flesh: that
of humans. In order to return to human form, the Eucharite will need to kill and
devour 1d12 human victims. Until it does so, it will be restless and agitated, and
eventually it will begin to suffer withdrawal pains.
After consuming the necessary number of victims, the Eucharite will return to human
form, nude and drenched in blood. The Eucharite will feel a sense of
utter bliss and contentment for a period of weeks, but eventually, the urge to
consume angel flesh will take over once again.
Under the right circumstances, a Eucharite can make a decent addition to the Cadre,
but this is tricky, as the urge to consume human flesh can be a deal-breaker for
some teams.
Alternately, you can roll 4d12, add the numbers together, and distribute as you see
fit.
If a Eucharite enters Phage mode after consuming the flesh of an Ophan, roll 7d12
and distribute accordingly (attributes, Life, Fury, and armor; the maximum for any
of these is 12).
Please note that these dice are re-rolled each time the Eucharite transforms.
13.7. Genstructs
When a human ingests the Genstruct serum developed by BioLogical Enterprises GK,
the subject is granted superhuman abilities. Currently, the serum is only available
to select groups of special-forces operatives in the employ of the Department of
Defense. BioLogical provides the serum, and the DoD administers it to a group of
volunteers on an as-needed basis.
These volunteers, known as Genstructs, are elite special-forces ops with combat
training, which makes the effects of the serum doubly lethal. However, the serum
will work on anyone.
While Genstructs are granted superior strength, combat skill, and supernatural
abilities, the subject experiences severe agony, and the side-effects of the serum
are grotesque. There are at least a dozen documented mutations that occur, each
with its own catalogue of augmentations. The effects of the Genstruct serum are
completely random each time it is ingested, and the duration of the serum's effects
is also random (it lasts for 5-60 seconds per dose, or 1d12 rounds). In some cases,
the subject of the serum is manipulated by a semi-intelligent symbiote or parasite,
which will use the subject's body and powers to defend itself.
Each time the serum is ingested, there is a 1 in 12 chance that the effects will be
permanent, and that the subject will be driven completely insane as a result. In
such cases, the subject receives an additional 10 points of life and 20 points of
Fury, and will attack anything that moves until it is killed.
A hideous grey arthropod, glistening and shiny, crawls out of the subject's mouth.
Roughly the size of a cockroach, it scuttles to the back of the Genstruct's head
and begins to grow. Within seconds, it is the size of a cat, and has latched onto
the Genstruct's face, driving barbed suction cups into her throat in order to share
blood and other fluids. The arthropod then drives a barbed spike into the victim's
spine, enabling it to control the Genstruct's body like a marionette with a puppet.
When the serum's effects wear off, the arthropod falls off, shrivels up, and
collapses in a pile of dust.
The Genstruct's phalanges (finger bones) are coated with a hard layer of jagged
bone, forming long talons and claws that can cut through stone. In addition, spikes
of bone erupt all over the Genstruct's body, acting as crude armor for the duration
of the serum.
When the serum wears off, the bony projections crumble and fall off. Often, the
Genstruct experiences considerable joint pain for days afterwards.
The subject's teeth sharpen and elongate, causing the mouth to distort
horrendously. Blood streams from the Genstruct's lips and gums, which are torn by
the sudden growth. The Genstruct's bite can tear through flesh and bone like that
of a shark. In addition, the Genstruct becomes incredibly strong.
While the serum is in effect, the Genstruct is temporarily given a strength bonus
of 5, and the bite inflicts a damage bonus of 2.
When the serum wears off, the necrotroph uncoils and melts into a pile of greyish
slime.
The subject's arms become worm-like tentacular appendages, segmented and pink. Each
ends in a series of thin barbs coated with poison.
The Genstruct receives a strength bonus of 3. In addition, any time the Genstruct
successfully attacks someone with the tentacles, the victim must make a strength
check against difficulty 10 or suffer a temporary penalty of 2 dice when defending
(for the duration of the serum's effects). This effect is not cumulative.
The tentacles slough off and disintegrate into a red puddle of goo when the serum
wears off.
The subject's hands and face develop purple orifices that drip dark fluid. These
suckers are actually lined with hundreds of short, needle-like teeth.
The serum grants the Genstruct a strength bonus of 2, and 6 points of fury. In
addition, if the Genstruct scores a bite with any of the three mouths, the victim
must make a strength check against difficulty 10, or the Genstruct will drain 2
additional points of Life, which are added to his own Life score.
When the serum wears off, the Genstruct's body returns to normal. However, he may
continue to drool for several days.
The subject's skull and neck distort and elongate, resembling the head of a
centipede. The flesh is armored with bright orange plates, and the mouth features a
pair of snapping mandibles. The hands harden into bright red claws with serrated
black ridges.
The serum grants the Genstruct a strength bonus of 2, 12 points of fury, and
telekinesis.
When the serum's effects wear off, the plates flake off, and the Genstruct's
features return to normal.
Thick grey mandibles protrude from the subject's mouth, distorting her jaws. The
subject can emit piercing screams from these mandibles, which can stun and deafen
anyone in range.
The subject gains a strength bonus of 2, a damage bonus of 4 when biting, and can
screech, in lieu of an attack. When the Genstruct screams, anyone in a range of 2
must make a sense check against difficulty 10 or suffer a penalty of 3 dice on
their next action.
The subject's tongue grows and swells, developing carbuncles and cysts as it
becomes a six-foot proboscis that can be used for attack, defense, and manipulating
objects like a prehensile tail.
The subject gains 10 fury, and a damage bonus of 5 when attacking with the tongue.
The subject's mouth widens, and several rows of teeth erupt from his gums. The skin
hardens and turns dark blue, giving the subject protection against attacks.
While the serum is in effect, the Genstruct has armor 8, a strength bonus of 2, and
a bite damage bonus of 3.
When the effect wears off, the skin returns to normal, and all the extra teeth fall
out.
The subject's arms become extremely long, and the fingers thicken into greenish-
yellow tentacles. The subject's head swells up, and several eyes erupt from her
brow, transforming her head into that of a large green spider.
The subject receives a strength bonus of 4, a claw damage bonus of 3, and 9 points
of fury.
When the serum wears off, the extra eyes and appendages slide off and splatter on
the ground.
A thick, wormlike entity hatches in the subject's brain and burrows out through her
eye. The entity, a squirming violet grub six inches long and one inch thick,
controls the subject.
For the duration of the serum, the subject has 24 points of fury, and can spit
fireballs (range 3, damage bonus of 3). The Genstruct suffers no penalties for
blindness, because the entity serves as her other eye.
When the serum wears off, the Genstruct and the entity both die.
GENSTRUCTS
There are many things that you can do with a Genstruct. For example, consider a
group of 4 soldiers, each of whom is carrying a dose of the serum. They're carrying
heavy weapons, and are wearing state-of-the-art body armor. After they've ingested
the serum, they've all got powers.
Suddenly, your Zealots are looking down the barrel of a very serious threat.
Consider a bio-weapon, developed for use in civilian populations, which infects any
ordinary human (not a half-breed) with one of the 12 Genstruct symptoms. This
strain can be put into a water supply, or dispersed in aerosol form. Either way, it
drives the victims completely insane. Now your Cadre is surrounded by innocent
victims who want to kill them. Maybe the effects will wear off, and maybe not.
Maybe this new strain produces even more effects!
It's also possible that the BioLogical scientists have cultivated a new strain that
results in more than one effect at a given time. These augmentations are stackable,
meaning that bonuses are added together. For example, you combine Theraphosid
Macrocephaly, Priapulid Hydrostat, and Cephalopodic Necrotroph, and you get a
strength bonus of 8, a damage bonus of 7 (with the tongue), and 31 points of Fury.
Of course, the chance of permanent insanity goes up to 3 in 12 (since there are 3
effects) -- but that's fine, because insanity gives you an additional 10 points of
life and 20 points of Fury.
In this way, you can escalate the threat according to your Cadre's advancement.
13.8. FATES Operatives
FATES Operatives are stronger, faster, and tougher than any human. In addition to
their military training, they receive 5 points to distribute between their
attributes (with a maximum of 6), two spells (chosen from the Sacraments list, or
from the list in chapter 4 of Dread), 3 points of Life, and 12 points of fury. See
the examples below.
The ANGELS compound gives the operatives superhuman strength and speed. They
receive 3 points to distribute between their attributes (with a maximum of 6), 2
points of life, and 6 points of Fury. See the examples below.
13.10. Factions
The following factions are just the tip of the iceberg. There are other government
agencies, military initiatives, cults, secret societies, corporations, and private
military companies around the globe. If you live outside the US, consider merely
changing the names and locations of these entities to suit your needs.
Each faction description includes some history, a few notes about the group's
current leadership, some background that explains their actions, and a brief
summary of their goals or activities.
When integrating these groups into your campaign, consider exposing them to the
players very slowly. Start with a few low-level gunrunners or bank robbers or
operatives, then gradually move up the food chain to the higher-level decision-
makers. Over time, the players should come to understand the scope and resources of
these groups.
It's also conceivable that these groups may ally with one another against the
Cadre, exponentially multiplying the level of the threat that they pose (imagine
Cross Shadow's fanaticism and horrific worldview, married to the resources and
technology of Grigori Security Services).
13.10.1. D.P.I.
The DPI's headquarters are located in Washington, D.C., in the Jeremiah Sykes
Building. There are an additional thirteen field offices throughout the United
States.
Latonya Delacroix, the current Director of the DPI, was born in 1960 in Atlanta,
GA. She graduated from the University of Virginia with a degree in political
science in 1983, then earned a master's degree in international relations at New
York University in 1985. She returned to UVA to earn a law degree from the School
of Law in 1986. After graduation, she found work at the State Department. In 1994,
she was promoted to the position of Junior Director of Global
Security, and began interfacing with the DPI. She became Senior Director in 1998,
and resigned her position to accept the job of Deputy Director of the DPI in 2003.
After the assassination of her predecessor in 2005, Delacroix assumed control of
the DPI. She is ruthless, motivated, intelligent, and fiercely protective of her
staff.
On June 30, 1908, a large group of angels appeared in the sky over the Tunguska
River in Russia. They immediately scattered, hoping that at least one of them would
be able to escape and infiltrate the human population. However, almost immediately,
seven of the twelve Kharasiai (arch-demons) appeared in a flash of unholy black
light that lacerated the sky. They were well within their rights to attack, as the
angels in question had violated the terms of the truce between Heaven and Hell.
While one demon or angel might slip through the Gate now and then, an entire legion
of angels was another matter entirely. The Kharasiai were compelled to take action.
They attacked the angels en masse, and the resulting shockwave was as powerful as
10-megaton warhead. 80 million trees were flattened, and the blast was felt as far
away as Great Britain. All of the angels were incinerated, except for one: an
Ithuamish angel. It was killed, but its body was not destroyed. It fell to the
ground and landed in the massive crater caused by the explosion.
In 1930, researchers from the Soviet Institute of Scientific Research were sent to
the region. They expected to find evidence showing that the Tunguska Event was the
result of a meteor impact. Instead, they found an angel (though they had no idea
what it actually was). Amazingly, under its charred epidermis, the Ithuamish was
nearly intact. The corpse was brought back to Moscow for study. For over a decade,
Russian scientists did their best to determine the nature of the creature they'd
discovered.
Their research was interrupted in October of 1942, when a group of Waffen-SS seized
the angel's corpse in a daring raid.
The commandos, led by Obergruppenf�hrer Reinhard Dessen, were able to return the
Ithuamish corpse to Berlin, along with much of the research performed by the
Russians. Nazi surgeons and scientists spent the next three years working on the
remains. Their research was interrupted, however, by Germany's defeat.
The research that the Nazis had conducted on the angel, along with the notes they
had obtained from the Russians, was forwarded to the Joint Chiefs of Staff, who
presented the information to President Truman. It was decided that a special
government agency would need to be created to investigate such phenomena. However,
the idea lost momentum, and the angel remained frozen in storage for close to a
decade. A new mystery had emerged: the UFO.
The first UFO sighting took place in June of 1947. A private pilot flying over
Pierce County, Washington, saw an unidentified flying object moving at high speeds.
He reported the sighting to authorities, who tried unsuccessfully to make contact
with the object. By the time aircraft arrived, the object -- a Shaurine angel --was
gone. This was only the first of many such sightings.
By the end of 1947, several other such sightings (some angels, some demons) had
been made. In January of 1948, the US Air Force established a project to gather
more data on UFOs. By 1949, several high-grade military photographs of angels and
demons in flight had been presented to the Department of Defense and the White
House. In the meantime, the public had come to the conclusion that the UFOs
represented extraterrestrial life forms. In an effort to misdirect the people, the
government began to vehemently deny these rumors and speculations. This only poured
gasoline on the fires of conjecture, and the UFO craze became a full-blown hysteria
by the early 1950s. This was only exacerbated in July of 1952, when strange blips
appeared on the radio at Andrews Air Force Base.
The government and military had not yet managed to capture one of these alien
beings, and there were several theories (experimental weapons from Russia, mutants,
previously undiscovered species). A new government agency was proposed in August of
1952, and by September, President Truman had authorized its creation.
Lieutenant Colonel Jeremiah Sykes, retired, was named the Director of the newly-
formed (and top-secret) DPI. His goal was to track down, identify, and capture one
of these unidentified creatures. His secondary task was to continue to misdirect
the public by playing into the UFO hysteria. To that end, various panels were
created whose sole purpose was to further antagonize the public by hastily
dismissing UFO sightings, casting aspersions on those who had recorded actual
sightings, and furnishing ludicrous explanations such as temperature inversions and
weather balloons. Furthermore, agents of the DPI, posing as agents of the CIA,
contacted eyewitnesses directly and asked them to say nothing about their
sightings. This lashed the UFO believers into a frenzy, as Sykes had anticipated.
It also helped to keep the existence of angels and demons a secret.
Eventually, public interest in UFOs began to wane, and as Sykes had anticipated, it
was replaced with a new sense of skepticism. From that point forward, any attempt
to reveal the actual truth -- that angels and demons walk among us -- was met with
incredulity.
During this time, Sykes appointed a task force to resume examination of the
Ithuamish angel's remains. Though much of the soft tissue had all but deteriorated
at this time, they were able to extract a great deal of charred epidermis and bone
matter.
In early 1954, he DPI initiated a new program known as MK OMEGA, which was focused
on mind control and interrogation research. Using information gathered from
Operation Binder, and with the help of ex-Nazi doctors and scientists, Sykes' core
team was able to develop chemicals from the materials that were extracted from the
angel's corpse. These chemicals were then tested on human subjects.
Several subjects were unsuspecting members of the United States military, who were
coerced into participating through blackmail. Members of the MK OMEGA team would
drug soldiers, take compromising photographs of them, or arrange fake crime scenes
and threaten them with court-martials when they awoke. Frightened and intimidated,
the soldiers consented to the treatments. To maintain secrecy, and to ensure their
cooperation, they were told that these tests would enhance their speed and stamina.
Between 1954 and 1964, over 2,000 tests were performed.
Initially, the drugs that they administered were designed to induce hypnosis,
paranoia, catatonia,
confusion, and amnesia. However, there were other side-effects, which the DPI
considered worthy of future study. Some of the subjects exhibited superhuman
strength or speed; others grew additional appendages, such as horns or wings or
claws. Some were merely driven insane. All of the subjects died within three months
of treatment.
In 1964, the DPI headquarters in Arlington, Virginia, was destroyed when several
test subjects escaped their cells and attacked. 54 DPI operatives were killed,
including nurses and doctors. A twelve-man strike team was sent in to secure the
building. Two members of the strike team survived, but all of the test subjects
died in the conflict.
Sykes resigned in disgrace, and the DPI wiped away all traces of the Project MK
OMEGA. All files were destroyed. However, Sykes had kept meticulous notes, and he
took them with him as he entered the private sector in 1965. He went on to serve as
Chairman of the Board of Directors for BioLogical Laboratories. After Sykes left,
the DPI kept a fairly low profile through the 1970s and the 1980s.
In 1983, a Benassim demon (Dread, page 173) was sighted, stalking homeless
alcoholics and drug addicts in Los Angeles. Interim Director Philip Ervin ordered
his team to capture the demon, but after thirty of them were killed in a horrific
massacre near the La Brea Tar Pits, he reconsidered. Instead, he ordered the
Department to do anything and everything necessary to keep the creature in sight,
so that the DPI analysts could study it.
After several fruitless brainstorming sessions, it was suggested that the Benassim
needed a 'target-rich' environment. Ervin used his connections to the White House
to determine that the current
administration was trying to find non-official support for the Contra rebels in
Nicaragua. Sensing an opportunity, Ervin sent a group of DPI agents to Nicaragua;
the agents were able to secure large quantities of cocaine in exchange for funding
the rebels' cause. The cocaine was brought back to the United States. With the help
of local law-enforcement, the DPI agents were able to disseminate the cocaine
through all strata of Los Angeles social life, including the inner city, the club
scene, and the suburbs.
Within weeks, the market was flooded with cocaine, which caused a drop in prices.
Frustrated, dealers decided to sell cocaine in a smokeable solid form (known as
crack). Cheap, addictive, and easy to produce, crack helped dealers turn a profit
once more.
The Benassim continued to stalk Los Angeles for six years, during which time it
hunted, tormented, and killed hundreds of drug users. In 1990, it disappeared from
the DPI's radar. Their only connection to the supernatural gone, the Department
languished in relative obscurity. Funding was cut, and Ervin was replaced with
Director Sean Reavis.
After the turn of the century, the agency rose to prominence once again. When
Reavis was killed by a Disciple in 2005, Latonya Delacroix ordered the development
of a new system known as OMNIVORE, a multi-platform network capable of monitoring
immense amounts of phone, email, fax, and data traffic. Her goal was to track and
monitor the sudden rise in supernatural activity, primarily between demons and
Disciples.
Since 8/8/8, the DPI has become aware of the activities of angels and Zealots.
Currently, the Department's mission is to track down and capture as many of these
as possible for vivisection and study.
The United States Army Extraterrestrial Interdiction Task Force, known internally
as Section Zero (S0), is a top-secret military initiative to study angels, demons,
and half-breeds.
There are Section Zero command posts in military bases on every continent in the
world.
Formation (1952-1955)
In the ruins of Tikal, Mackelvie found the tomb of Ixtab, a goddess of the Mayan
people. Ixtab was known as the suicide goddess, and is typically depicted with a
rope around her neck. Mackelvie, a lifelong Euhemerist, thought that perhaps the
myth of Ixtab was based on an actual person. Excited, she opened the tomb, and came
face to face with an Exhumilat demon (Dread, page 185). The Exhumilat, a grotesque
creature that drives its victims to self-mutilation and suicide, wiped out most of
the expedition, but spared Mackelvie. It told her of its glorious work. For over a
thousand years, the Mayans had worshiped the demon, and had sacrificed themselves
in its honor, believing it to be a goddess. Eventually, however, the population
dwindled, and the culture vanished into obscurity. Content that its work had been
done, the demon had permitted itself to be walled away in a tomb until a new age
dawned. The Exhumilat was ready to reconnect with the human race.
Calling itself Ixtab, the demon demanded that Mackelvie bring it new subjects to
worship it, so that it might reveal the divine bliss of self-mutilation. Terrified
for her life, Mackelvie swore to obey.
Mackelvie returned to the United States and assembled a new research team from
Croatan University, but when she tried to return to Tikal, she found that the
borders were closed to Americans. The Guatemalan government, led by President
Arbenz, had accused the American military of trying to instigate a coup.
At this point, Mackelvie realized that she would not be able to enter Guatemala on
her own. She turned to a former colleague, who was now working as a consultant for
the recently-formed Department of Paranormal Investigations. Her colleague put her
in touch with Agent Winslow Greene. Greene took her story very seriously, and
brought her to DPI
headquarters, where she was told she would receive protection. Instead, she was
beaten and interrogated for five days. After this time, Greene felt that he had
verified her story, and he immediately brought it to the attention of General
Mitchell Cathcart, head of Section Zero.
Together, the two of them formulated a plan to topple the regime of President
Arbenz so that they could enter Guatemala and seize the creature that Mackelvie had
found at Tikal.
EYES ONLY
MACKELVIE: I saw... Jesus, I saw Randall and Wayne and Ernesto, and... They were
hurting themselves. They were crying, at first, and screaming... Then they started
smiling, and Ernesto was praying in Spanish. He looked so happy. He had been using
this machete to cut through the foliage, and he just sat down and used it on his
ankles. He just hacked his feet right off, and he was smiling the whole time. And
Wayne just reached into his stomach and started... Ah, God... Oh, God, I can't, I'm
going to be sick, just, please, you have to let me go, you can't keep me here,
Jesus, please help me.
EYES ONLY
CATHCART: Ixtab, suicide goddess of the Mayans, waiting for fresh human sacrifices.
GREENE: Yeah.
GREENE: Mackelvie says that Ixtab threatened her with death. If she doesn't go back
to Tikal with fresh meat, human sacrifices, what-have-you, the thing is going to
track her down and kill her instead. And after seeing what she saw, people ripping
themselves apart right before her eyes--
CATHCART: Right, right. Christ. What are the odds, this bra-burning liberal cooze
stumbles into the future of our nation's
security in the God damn Central American jungle.
GREENE: Odds are pretty slim. But you know, after Tunguska--
CATHCART: You don't have to remind me. If the Reds get their hands on this, Lord
only knows what kind of shitstorm we'll be in for. A demon that makes people kill
themselves just by thinking about it? We'd be fucked like cheerleaders on prom
night.
GREENE: The Department feels that we can't risk it. We've got to act. The White
House is on board with this. As distasteful as it is to topple a legitimately-
elected leader--
GREENE: Actually, there's no evidence of collusion between Arbenz and the Soviet
Union--
CATHCART: He's not with us, so he's with them. It really is that simple. I can see
how that might be a difficult contrast to grasp, since you're a suit behind a desk,
and not a leader of soldiers, but--
GREENE: Tell you what. Why don't you stick to what you know. Slaughtering
civilians, for example--
GREENE: 1950, wasn't it? No Gun Ri. Funny name, considering that
they were unarmed.
GREENE: Simmer down, General. We're both off-topic, and we've got more ground to
cover. Let's table all ancillary discussions until after the invasion.
GREENE: President Arbenz is no fool. He doesn't know what Mackelvie found in Tikal,
but he knows that we want it really badly. He also knows that it's dangerous. Maybe
he thinks it's uranium, or some Soviet military installation, or whatever. Either
way, he's closed the borders to us. We've got to take him out of power so that we
can perform our own investigation of the ruins. We also need to know if there are
other sites.
CATHCART: According to Mackelvie, there's evidence that the Nazca line drawings are
actually depictions of other... demons.
CATHCART: Not exactly a believer. I prefer to use the term Extraterrestrial until
we have more data about what we're up against.
GREENE: Fair enough. My understanding is, we've got a training camp in Florida.
GREENE: Excellent. If all goes well, we should be ready to invade by summer of '54.
GREENE: We're removing a regime from power, and we're replacing it with one that'll
be more friendly to our interests. Sure, the new guy, Armas, is a son of a bitch.
He'll terrorize the people, abolish civil rights, and run the country into the
ground, but he'll be our son of a bitch. Anyhow, it'll take some time to get the
plan finalized. Above all else, this can't be seen as an American action. Needs to
look internal.
GREENE: Don't worry. First sign that Russia is moving on our Ixtab, we invade.
Overtly. But our intel group says it's unlikely. Arbenz is dealing with a lot right
now. He's likely to sit on this, try to figure out how to turn it to his advantage.
In the meantime, we put out the word that he's a commie. We'll plant Soviet weapons
in Guatemala, plant a few news items. They'll get picked up by other nations. Local
sentiment turns against Arbenz, maybe we get the Nicaraguans and Hondurans on our
side.
CATHCART: End result, this... this thing is ours. We bring it back stateside, add
it to the collection. But the description we got from Mackelvie is nothing like
what your people swiped from the Russians.
GREENE: Correct. The entity found in the Tunguska region is a completely different
kind of creature. There's a lot we don't know. We need this Ixtab thing. We need
more information. We need this plan to work.
CATHCART: Agreed.
The June 18th invasion was a success, in part because the Exhumilat demon had left
Tikal, and was wandering the coast, causing hundreds of Arbenz' men to kill
themselves. The coup, led by Colonel Carlos Armas, was a complete failure, but
hearing that American forces were prepared to invade if he did not capitulate,
Arbenz nonetheless surrendered on June 27.
After Arbenz' surrender, and several (extremely) short-lived regime changes, Armas
took control of Guatemala on July 8, 1954. Three years later, Armas was
assassinated. The Exhumilat demon was never captured (but in 1971, it found Arbenz
in Mexico. It persuaded him to scald himself to death in his bathtub).
Chilean Coup and ASP (1955-1990)
To meet this need, the Academy for Strategic Planning (ASP) was established in
1955. Its goal was to train Central and South American soldiers and police, and to
prepare them for encounters with the supernatural. Their training included counter-
insurgency, demolitions, assassination, and torture. Since 1955, the ASP has
trained over 60,000 graduates, including members of death squads and terrorist
groups.
In 1972, three mercenaries who had trained at the ASP reported that a group of
shepherds in the Atacama region of Chile had discovered a mummified corpse in a
salt basin in the Atacama Desert. The location was only a few miles from the site
where another Croatan University team would discover an ancient tablet in June of
2008. The mummy was unusual because it had four arms and and extremely large lower
body.
The mercenaries were ordered to return to Chile to gather more information, but
soldiers loyal to the Chilean government prevented them from entering the country.
The mercenaries tried to enter the country illegally, but were captured, tortured,
and executed.
President Allende of Chile notified the White House that he had already
commissioned an excavation of the area, and that the mummy was the property of the
Chilean people. Frantic, the administration ordered Section Zero to retrieve the
mummy at all costs, lest it wind up in the hands of the Soviets.
There were indications that crowbars had been used to pry open the sarcophagus, and
tire treads showed that a jeep had been used to carry the mummy away, but other
than that, there were few clues.
Frustrated, General West threatened Pinochet with ouster and death if he did not do
everything in his power to find out what had happened to the mummified Lanshoi.
Between 1973 and 1990, Pinochet aggressively pursued anyone who might have had
information pertaining to the mummy. 80,000 people were imprisoned without trial.
30,000 were tortured. 200,000 were sent into exile. 3,200 were executed.
This was not enough for West. He organized the heads of several Latin American
nations, including Argentina, Bolivia, Chile, Paraguay, and Uruguay, and he
exhorted them to do all they could to pursue any and all leads pertaining to the
Lanshoi. Dubbed Operation Albatross, this plan went into effect on Christmas Day,
1975.
Through the 1980s and 1990s, Section Zero continued to pursue American interests in
El Salvador, Iran, Honduras, Haiti, Panama, and Somalia.
In July of 1990, a platoon of Kuwaiti soldiers was ambushed and killed by a trio of
Da'Vaad demons. Upon hearing reports of this, Saddam Hussein ordered an invasion.
Iraqi troops attacked Kuwait on August 2, 1990. The United States Congress
authorized military force against Iraq on January 12, 1991.
On February 27, 1991, two of the Da'Vaad demons were destroyed by a brigade of
American soldiers. The third Da'Vaad was captured, though badly wounded, and
brought back to the United States. Iraq surrendered on February 28, 1991.
On March 1, 1991, the National Institutes of Health began work on the Human Genome
Project. Work on this project would continue for the better part of two decades.
After 8/8/8, Section Zero unveiled the product of 17 years of research and
development: FATES.
Force Amplification Technology: Enhanced Soldiers was a program designed to use the
power of the Da'Vaad demons to augment the strength of human soldiers. The Human
Genome Project's first and only actual goal was to analyze the DNA of the demon,
and use it to alter the genetic makeup of humans.
EYES ONLY
SITUATION: QUINQUAGESIMA
DELACROIX: It's not as though we have a choice. They're unpredictable. These Cadres
are organized like terror cells. They operated independently. There's no single
leader, every cell has a Monitor. These Zealots are violent, motivated, armed, and
they're not on our payroll.
DELACROIX: Just follow the screams and explosions, and I'm sure you'll find your
Zealots.
During the FATES Project's 17-year life cycle, hundreds of volunteers died, went
insane, or became so horrifically deformed that they were locked away in the prison
complex beneath Denver International Airport.
However, those few who survived were stronger, faster, and tougher than any human.
In fact, the soldiers of the FATES Project were nearly as powerful as Disciples or
Zealots.
Currently, Section Zero is well aware of the rising threat posed by angels and
Zealots. FATES have been deployed to military bases across the globe. It is only a
matter of time before Operation Quinquagesima goes into effect.
S0 SOLDIER
Strength: 3
Sense: 1
Soul: 2
Life: 8
Armor: 7
Skills: Military (Soldier) 2
Weapon: Submachine Gun 3/3/3
S0 OFFICER
Strength: 3
Sense: 3
Soul: 2
Life: 8
Armor: 7
Skills: Military (Officer) 6
Weapon: Pistol 2/1/2
S0 SPEC-OPS
Strength: 4
Sense: 3
Soul: 2
Life: 9
Armor: 11
Skills: Military (Special Forces) 6
Weapon: Light Machine Gun 3/4/5
The company's headquarters are located in Apex, North Carolina, but there are major
laboratories in London, New York City, Moscow, Paris, Tokyo, Berlin, San Francisco,
Riyadh, and Los Angeles.
Dr. Gerald Pierce has served as the company's CEO since 1985; under his leadership,
BioLogical has acquired several smaller companies, posting record-breaking quarters
even during periods of recession.
During the Second Sino-Japanese War, the Imperial Japanese Army enlisted the aid of
Dr. Helen Yoshida, a brilliant but deeply disturbed surgeon. Yoshida was tasked
with developing a covert bio-weapon research team, which was named the Epidemic
Research Laboratory. To its victims, and to those who performed the hideous
experiments on them, the team was known as Unit 731.
In 1932, the Unit established Zhong Ma Prison Camp, a test area in Northeastern
China. There, Yoshida and her fellow doctors experimented on over 10,000 people,
including Chinese civilians and captured soldiers (Chinese, Russian, and American).
Subjects were vivisected without anesthesia. Organs were removed without
anesthesia. Abortions were performed without anesthesia. Limbs were amputated, then
re-attached on the other side of the body. Parts of major organs were removed.
Limbs were frozen solid, then thawed out. Incapacitated victims were used to test
the efficacy of flamethrowers, grenades, and biological weapons.
On January 12, 1943, a package arrived from Obergruppenf�hrer Reinhard Dessen. The
package contained a sample of tissue extracted from the Ithuamish corpse.
For the next two years, she worked to develop a series of biological weapons from
the tissue samples. Though successful to a point, the samples were difficult to
weaponize, and had the undesirable side-effect of making some of her test subjects
inhumanly strong. Admittedly, most of them were so hideously deformed by exposure
that they were barely able to move, but it was still not the kind of result that
she had hoped for.
In late 1943, she changed her focus and began to work on creating chemicals that
would enhance the performance of human soldiers. Of course, the tests
were still performed on captured civilians and enemy soldiers. Roughly three
percent of the test subjects survived, and those few were so heinously deformed
that no amount of battlefield training would overcome their disability. The bodies
were disposed of. Work continued.
In early 1945, a new strain of what she now called the Oni Serum was developed.
This new strain was only fatal to 80% of her test subjects. The remaining 20%
displayed increased strength and speed. Furthermore, their bodies had evolved in
very interesting ways: giant teeth, overdeveloped muscles, tentacles, even the
gestation and birth of new creatures that used the humans' bodies as hosts.
Project Oni was only a partial success, because the test subjects were so deranged
that they were impossible to control or manage; worse, they weren't even violent
enough to disperse among civilian populations, because many of them were catatonic.
Yoshida was captured. She was charged with war crimes. She was sentenced to death
for committing atrocities and crimes against humanity.
BioLogical (1945-1965)
For the next twenty years, she ran BioLogical Laboratories with expert efficiency.
The company prospered. By the 1950s, the company had offices in Mexico, Europe, and
across the US. By the 1960s, BioLogical was the number one pharmaceutical company
in the world.
In 1965, her lungs were torn out through her mouth and eaten by a Cielaqo demon.
Sykes was a man with a mission. He had maintained copious notes during his tenure
as the DPI's Director, and he combined that information with the data he inherited
from Yoshida. The end result was unveiled to the Joint Chiefs in 1971. Sykes called
it Genstruct, and he said that it was the future of war.
Project Genstruct consisted of a serum, an extension of the Oni Serum that Yoshida
had worked on. When ingested by a human subject, it would grant the subject
superhuman abilities. Interestingly enough, this was similar to the process used by
the Misericorde, who inject themselves with Sombra Vitae in exchange for
supernatural power (Dire, page 22).
The difficulties with Project Genstruct were manifold. First, there was a finite
(and dwindling) amount of raw material to work with. Eventually, the company would
need to acquire a new specimen, or it would need to synthesize the Ithuamish
angel's DNA. Second, the results were still unpredictable; further testing was
needed. The free reign enjoyed by Yoshida during the war was no longer viable.
Third, the company had a public image to protect; the slightest whiff of scandal
would hurt stock prices. Sykes was ordered to continue his work, but slowly and
discreetly.
Project Genstruct proceeded slowly for the next decade. In the meantime, BioLogical
acquired other, smaller companies. Offices were opened overseas. New products were
introduced.
Genstructs (1985-present)
A week later, Dr. Gerald Pierce was brought in as the company's new CEO. Merciless
and sadistic, Pierce delights in the agony of his victims. He is also an outside-
of-the-box thinker, as evinced by his handling of the Namibian epidemic.
Over 2,000 people were tested in poor villages all across northern Namibia. The
test subjects were all children between the ages of 2 and 17. Other than cholera,
they were all in good health. A few hundred of the subjects died, a few hundred
went blind, and a few hundred suffered brain damage. After the 2,000th case was
wrapped up (bloodwork collected, results documented), the BioLogical team packed
their bags and headed home. Some of the victims filed suit, and BioLogical avoided
controversy by settling out of court for a few thousand dollars per victim.
The operation was a success. The results of testing enabled Pierce to determine the
nature of the obstacle impeding the progress of Project Genstruct. By 2007, he had
perfected the process.
BIOLOGICAL DOCTOR
Strength: 1
Sense: 3
Soul: 1
Life: 4
Skills: Medicine (Doctor) 6
Weapon: Scalpel 1/1/-
Though the Afghanistan War (2001-present) is still being fought, and the Third Gulf
War (2003-present) is still being waged in Iraq, the Fourth Gulf War now rages in
Iran.
Hostilities erupted in early 2009 when Iran announced that they had manufactured
weapons-grade enriched uranium.
A global coalition now occupies Iran. Insurgents wage asymmetrical warfare against
peacekeeping forces.
Grigori Security Services recently signed a $200 million USD contract to provide
services to US military forces in Iran, including security details, situational
awareness, intelligence-sharing, base security, and transportation/logistics.
GSS is based out of Richmond, Virginia. There, the company maintains a 10,000-acre
compound, featuring driving tracks, shooting ranges, and a subterranean network of
tunnels for close-quarters combat training.
David Watkins is the founder and CEO of Grigori. His taciturn, well-considered
demeanor conceals a paranoid schemer who believes that he is perpetually in the
crosshairs. He believes that individual soldiers are the future of warfare, and
that large armies are too cumbersome to wage war against insurgent groups and
terror cells. To that end, he has devoted his life to funding research projects
that will create next-generation warriors who can meet the demands of these new
conflicts.
Grigori (1995-2008)
A former operator with Section Zero, Rorhbach became a mercenary after leaving the
military in 1995. After 7 years working in hotspots around the globe, he founded
Grigori and began hiring fellow mercenaries that he'd worked with in Africa and
Eastern Europe. Since founding the company in 2002, Atwater has secured over $40
billion USD in government contracts.
In 2004, GSS operatives were contracted by rebels in the Democratic Republic of the
Congo to help them overthrow a democratically-elected administration in favor of a
regime that was more amenable to US interests. GSS furnished training for the
rebels, provided munitions and vehicles, and provided security services for rebel
installations. In exchange, GSS received mineral and mining concessions worth
hundreds of millions of dollars.
In 2006, federal prosecutors investigated claims that GSS operatives were smuggling
weapons into Burma, which were then sold to members of Red Brigade, a group
classified as a terrorist organization by the Department of Defense. The
investigation is ongoing. Currently, a number of GSS employees currently operating
as contractors in Iran are neither American nor Iranian, making them mercenaries,
and therefore not protected by the Geneva Convention. This has caused a number of
organizations to call for a withdrawal of GSS employees from the area.
ANGELS Ops (2008-present)
the Genstructs and the FATES Operatives. Synthesizing these elements, he used the
vast wealth of GSS to create a new program: the Augmented Next-Generation Extended
Leadership System (ANGELS).
GSS's finest mercenaries, hand-picked by Atwater himself, are injected with the
synthesized compound. Though the resulting augmentation isn't as powerful as the
FATES or Genstruct projects, it is far more stable. To date, there have been no
recorded instances of ANGELS Ops experiencing deformity or insanity.
The ANGELS Ops have been deployed successfully on covert operations in Kenya,
Nepal, Burkina Faso, and Sri Lanka.
Currently, there are plans to deploy ANGELS Operatives in Iran. Details are being
discussed with Section Zero.
GSS OPERATIVE
Strength: 3
Sense: 2
Soul: 2
Life: 9
Armor: 8
Skills: Military (Mercenary) 4
Weapon: Assault Rifle 3/4/4
13.10.5. Malvagit�
The current capo dei capi ("boss of all bosses") is Serafina Kabriniak, a 28-year-
old former assassin from Brussels. Kabriniak is violent, sadistic, and a natural
leader who inspires loyalty in her troops. She is only peripherally aware of the
presence of the supernatural, but she desperately wants to learn more. If she
encounters Zealots, she will order her men to do whatever they must in order to
capture them alive (or dead, if necessary).
History (1900-2004)
Malvagit� grew out of small criminal gangs operating in Bagheria, Sicily at the
beginning of the 20th century. At first, the group was more of a loose
confederation than an actual organization. Each family took care of its own turf
and defended its own members, but there was some coordination between gangs to
minimize interference with each other (and to cut down on the violence that
resulted from said interference).
The group was more resilient and flexible than its counterparts, because if one
leader was killed, another family would take over his territory and men (or one of
his subordinates might petition for the right to take over the gang). Furthermore,
Omert� (the code of silence) ensured that no one would work with the authorities
against members of Malvagit�.
As a result, Malvagit� flourished and grew in strength. In the 1980s, there were a
dozen clans in southern Italy. By the 1990s, there were three dozen. In the 2000s,
there were over 100.
Giovanni Montesinos, who became capo of one of the major clans in 1995, was killed
by a car bomb in 2004. He had two sons, both of whom claimed his throne. However,
Montesinos' number-two man, Angelo Canzione, also demanded control of the
organization. A three-way war erupted, and other clans tried to take advantage of
the power vacuum to step in and seize territory. The brutal Succession Wars were
waged around the globe, and resulted in hundreds of deaths.
Serafina Kabriniak, one of Canzione's enforcers, decided that the matter was too
important to be left up to a bunch of men. She abducted Canzione, soaked him in
gasoline, set him ablaze, and flung him from the roof of his apartment building.
Montesinos' eldest son was smeared in bacon grease and thrown into a cage
containing a sixteen-foot crocodile.
She then went after Canzione's younger son, who made the mistake of calling
Kabriniak a 'whore' during his capture. She had initially planned to have him
drowned in sewage, but instead had him trussed up and crushed by a steamroller over
a period of two hours.
After Kabriniak took control, and declared herself capo dei capi, the organization
began to consolidate under her authority. It is now an international network,
focused on using technology and communication to combat more aggressive anti-crime
organizations.
No longer insular, Malvagit� will now form alliances with any other crime faction,
including Zilant or Oni-ni-kanabo. Many of these alliances are now sealed with
arranged marriages, resulting in a diverse ethnic composition. The group has spread
around the globe, and there are operations in North and South America, Europe, and
Asia.
MALVAGIT� ENFORCER
Strength: 3
Sense: 1
Soul: 1
Life: 6
Skills: Crime (Enforcer) 2
Weapon: Pistol 2/1/2
MALVAGIT� ASSASSIN
Strength: 4
Sense: 2
Soul: 1
Life: 8
Armor: 5
Skills: Crime (Assassin) 4
Weapon: Assault Rifle 3/4/4
13.10.6. Oni-ni-kanabo
Sophie Robillard is the kumicho, the head of the organization. Efficient, cunning,
and pitiless, Robillard fought her way to the top of Oni's hierarchy by killing
anyone who disagreed with her.
This boryokudan (literally, "violence group") can trace its origins back to the
ronin of 17th-century Japan; when these leaderless samurai needed money, they often
turned to crime against smaller villages that couldn't defend themselves.
In late 2008, an Oni hit man found a Jophiel angel feeding on the person that he
was sent to kill. The assassin summoned assistance, and they were able to kill the
Rephaim.
The operation cost twelve men their lives, but the survivors brought the corpse to
Robillard. She had the body dissected, and the blood was collected and frozen.
At this time, she is trying to find a buyer. Thus far, both Grigori and BioLogical
are eager to get their hands on the specimen. Robillard hasn't made up her mind
yet, but if she takes much longer, a street war might break out between the
corporations.
IMPORTANT TERMS
Kobun: "Child"; the junior or lower-ranked member of Oni; obeys his Oyabun
Kumicho: Supreme boss, under whom are the So-Honbucho and the Saiko Komon
ONI ENFORCER
Strength: 3
Sense: 1
Soul: 1
Life: 6
Skills: Crime (Enforcer) 2
Weapon: Revolver 2/1/1
ONI ASSASSIN
Strength: 4
Sense: 2
Soul: 2
Life: 7
Armor: 7
Skills: Crime (Assassin) 4
Weapon: Katana 1/2/-
13.10.7. Zilant
They use these businesses as fronts for illegal activities, including arms deals,
human trafficking, drug trafficking, credit card fraud, prostitution, and money
laundering.
The flea-pit is a hollow tube of plexiglas, thirty feet high and six feet wide.
Inside, the pit is filled with thousands upon thousands of fleas. Her victims are
hoisted up and dropped into the pit.
Zadorozhna watches through the glass as her victims writhe in unimaginable agony,
sometimes for days, while covered in a thick layer of thirsty, biting fleas.
Zadorozhna is also a Savior, a fallen Zealot who now works for the armies of
Heaven.
They hiked for days. The trip was uneventful. They laughed and they drank. They
built a fire and they cooked their food. They camped at the foot of Kholat Syakhl
("Mountain of the Dead"). They slept. In their dreams, they saw something vast and
horrific beneath the ice.
They tore their way out of their tents and staggered out, naked, into the cold.
They saw that they were standing on an enormous glacier. They looked down. They
were driven completely insane by what they saw under the ice.
They bashed each other with stones. They burned themselves in the campfire. They
put out their own eyes with icicles. One bit out her own tongue. Another ate it.
By morning, they were all dead -- from blood loss, from injuries, from hypothermia.
The bodies were later found, and the Ophanim watched from deep below as the
authorities tried to make sense of the violence. The Dyatlov Pass Incident was
hushed up, and misinformation was disseminated. But no one ever hiked there again.
Zilant was founded by Dmitri Trofimov in 1985. From the beginning, Trofimov
eschewed the codes of conduct practiced by more traditional crime families.
Instead, he was focused on the Western style of business, with a focus on
discipline and ambition. Having studied Western notions of capitalism and commerce,
he anticipated the fall of Communism and planned accordingly.
After the dissolution of the USSR in 1991, Russia's economy was, for all intents
and purposes, a disaster. In this time of turmoil, black marketeers like Trofimov
flourished. After years of repression, Russian citizens wanted to enjoy the good
life, so Zilant was able to capitalize on this by importing cocaine and other
luxury items into Moscow. Former KGB agents and veterans of Afghanistan, in search
of work, came to Trofimov in search of opportunity. Zilant's membership increased,
and these new recruits brought lucrative new connections with them.
The former soldiers and agents had connections at decommissioned Soviet military
bases, which they used to purchase (or steal) weapons, ammunitions, and WMDs. These
were then sold to rebel groups, militias, and terrorist organizations worldwide.
Through the late nineties and into the millennium, Zilant prospered.
However, after learning the truth, Zadorozhna went AWOL. She determined that the
armies of Heaven would be the winning side, and she didn't want to fight for the
losing team. She left her Cadre, cut off all contact with her Monitor, and tracked
down a Syeshunui angel in Moscow.
The angel recruited her into the cause, and ordered her to assemble an army for the
purpose of hunting and killing as many Disciples and Zealots as possible.
She then tracked down and murdered Trofimov. His men tried to defend him, but their
bullets were no match for her Sacraments, and she was able to kill them
effortlessly. She seized control of Zilant and began to re-organize it.
She knows about the Ophanim at Dyatlov Pass. She has a plan to set it free.
Since then, she's spent millions on acquiring a mining industry rig with a diamond-
studded drill bit. The rig has been erected at the base of Kholat Syakhl. A team of
contractors, who believe that they are searching for petroleum deposits, are
drilling at a rate of 50 meters per day.
Below them, the Ophanim waits.
GLOSSARY
ZILANT ENFORCER
Strength: 3
Sense: 2
Soul: 1
Life: 6
Skills: Crime (Enforcer) 2
Weapon: Pistol 2/1/2
ZILANT ASSASSIN
Strength: 4
Sense: 2
Soul: 1
Life: 8
Armor: 5
Skills: Crime (Assassin) 4
Weapon: Flamethrower 2/5/1
SVETLANA ZADOROZHNA
Strength: 5
Sense: 3
Soul: 1
Life: 12
Armor: 9
Skills: Crime (Mob Boss) 6
Spells: Altar, Devastation
Weapon: Uzi 3/3/3
Cross Shadow is a secret society consisting of some of the most powerful and
wealthy people in the world. Its roster includes politicians, religious leaders,
and corporate executives.
Overtly satanic, Cross Shadow promulgates the notion that the only commandment is,
"Do as thou wilt." Its members are rewarded for the acquisition of power and
wealth.
The society has existed in one form or another since the mid-1800s. Currently, it
is led by Circe Bishop, a multi-billionaire heiress with ties to Grigori Security
Services.
Circe is a raging egomaniac who has ordered people put to death (typically in a
medieval fashion) just for disagreeing with something she's said. She rules the
society through respect and fear. Her personal guard, the Sicarii, are fanatically
loyal to her.
Tall and elegant, Circe loves to be the center of attention, whether she's giving a
speech before the society, attending an opera in a new designer gown, or impaling
nuns on the Judas Cradle in the basement deep below the Cross Shadow compound in
London.
Goals
Cross Shadow's hierarchy is clearly delineated, and the relative affluence and
influence of its members will determine their place in the pecking order.
Disputes over rank and status are resolved through physical violence, which is
typically non-lethal. However, the position of society leader is learned by
challenging the current leader to a knife fight, which must end in death for one of
the participants.
Consequently, all members of the society (particularly those near the top) are in
excellent physical condition, and well-trained in martial arts.
Circe knows that the Last War has begun, and it is her contention that Cross Shadow
can influence the outcome of the battle by eradicating the righteous and the pious.
She has initiated the Stigma, a project designed to cleanse the world of the weak
and the holy.
Cross Shadow has used its considerable wealth to acquire vast quantities of
weaponry and military technology, and they have contracted Grigori to provide
security service once the Stigma has begun.
Their leader, Gideon Strassman, is a charismatic and powerful speaker who instills
hope and faith in those that follow his teachings. He founded the cult in the early
1990s, and now has hundreds of members around the globe (most of whom live at
Paradise Ranch, the cult's Montana compound).
Strassman teaches that the Holy Spirit is alive in our actions, not in some
mythical far-off Heaven. He also says that Heaven itself will be a kingdom built
here on Earth in the very near future. The only Hell is death, which ensures that
you will never see the kingdom of Heaven; for that reason, he teaches his followers
to focus on physical health and fitness.
He teaches that once the Tribulation is over, and the angels have won the War,
Heaven will be inhabited for those humans still live, and they will live forever.
The cult members believe that they will be the prophets of this new kingdom, and
that Strassman is their Messiah.
The cult is always recruiting new members. They prey on the lonely, the vulnerable,
and the insecure. Anyone who clearly lacks (and needs) acceptance is brought into
the fold.
First, the members "love-bomb" the potential recruit. This entails a blitz of
feigned love and affection, effectively creating instant friendships with the
victim. They laugh at his jokes, banter with him, invite him out for social
engagements, and make him feel welcome.
Attractive cult members of the appropriate gender are sent out to flirt with the
target, showering him with attention and physical contact (though sex is
forbidden).
Throughout this dizzying period, hints are dropped about their religious beliefs.
The victim is introduced to the key principles of the cult very gradually, over a
period of days, weeks, or even months. Eventually, he is brought to the compound,
where he is imprisoned in one of the indoctrination houses. Here, the victim is
exposed to a nightmarish combination of love-bombing, hypnosis, verbal abuse,
sensory deprivation, solitary confinement, and shock therapy. Most people
eventually succumb to the brainwashing. Those who do not are killed and fed to
pigs.
The members live a live of ascetic denial, handing over most possessions and wealth
to Strassman (who lives in equally squalid conditions with his people, as he
believes in his own teachings without any doubt whatsoever). Any marriages between
new recruits are considered dissolved, and the cult members live in celibacy. There
are horrific penalties for any transgressions, including stoning, crucifixion, and
quartering.
A Haueza angel discovered the compound two years ago, and has been sharing
revelations with Strassman, who then gives his testimonials to the cult. He is
building a stockpile for the coming confrontation, as he believes that his people
will be on the front lines, doing battle against the forces of Evil. The angel has
led him to believe that members of Heaven's Children will all dwell in the kingdom
of Heaven if they help the angels do battle against the unbelievers.
Since that time, Strassman has acquired assault rifles and ammunition from Zilant
gunrunners. Recently, he purchased nerve gas and bio-weapons. He and his cult are
gearing up for an assault on a wicked and godless world, but they have yet to
select their target.
CULT MEMBER
Strength: 2
Sense: 2
Soul: 1
Life: 6
Skills: Various 4
Weapon: Revolver 2/1/1
SITUATION
Two Chamsiel angels (page 343) are stalking the downtown area. They haven't
resorted to wholesale slaughter, but they're close. Last night, in a parking
garage, they caught and killed a man, took his clothing, stripped his skin from his
body, and devoured the sweet musculature. It helped for a little while, but the
hunger is beginning to return. They've captured a new victim (Sal Lazzarini), but
they're thinking they'd like to snag one more just to be sure they've got enough.
Bare Essentials is a strip club downtown. It's run by Lorraine Collins, a former
stripper. Now in her late forties, Lorraine manages the club for the Novikov crime
cartel. The back of the club features and illegal gambling den, which is quite
lucrative. Collins recently learned that Ernesto Spadoni, her head of operations,
has been skimming small amounts from the nightly take. Worse, she found out when
she heard that the Novikov cartel was investigating some discrepancies.
If the cartel suspects that someone's skimming off the top, they'll have no choice
but to teach somebody a lesson. This is a horrifying prospect for Collins. Even if
she's not the one stealing from the cartel, she'll suffer as a result of not
catching the theft sooner.
She's heard rumors that Spadoni's body was found last night -- or rather, part of
it. Some say it was just his head, but others are saying that it was his skin that
the police found in a parking garage. They refuse to confirm the story, but no
one's heard from Spadoni all day. Collins is in a state of panic.
Spadoni was killed last night. While trying to get into his car at the end of a
long day, he was attacked and torn apart by two Chamsiel angels, who ripped off his
skin and devoured his body right there.
Andrei Novikov, head of the cartel, heard about Spadoni from his contacts on the
force. He's in shock. He knows that Spadoni was stealing from him, but Novikov was
still looking into the theft, and hadn't ordered any actions taken. It definitely
wasn't one of his men that killed Spadoni. So, who? A rival crime organization?
Someone trying to horn in on the cartel's territory?
The Chamsiel angels are unaware of all of this, of course. They're only concerned
with food. Tonight, they're going to find and kill someone else.
TRIGGERS
The Cadre may get involved after hearing about strange creatures crawling around
near the art gallery. Last night, after Spadoni's murder (but before the body was
found) a witness looked out her window and saw two men crawling up the side of a
building (above the storefront for a trendy art gallery). The men were hideously
deformed with claws instead of hands. The witness was clearly intoxicated at the
time of her conversation with police. They are not looking into the matter at this
time.
Last night, police officers performing a routine sweep of a parking garage found a
large quantity of blood. They traced it to the source -- a pile of human skin, torn
from a body. No trace of the body was found, but the face was clearly recognizable
as Ernesto Spadoni, as suspect in numerous crimes. The disturbing nature of this
crime might be enough to prompt an investigation (whether from the Monitor, or via
a Contact).
OBJECTIVES
CHARACTERS
Brzek
Detective Nina Brzek (burr-zek). Female, early thirties, athletic and quick.
Sarcastic, tough. Brzek is investigating the murder of Ernesto Spadoni. She has
uncovered some information about the criminal activities at Bare Essentials, and
this has aroused the anger of Novikov. Though Brzek doesn't know it yet, she's
being hunted by cartel assassins.
Collins
Lorraine Collins is a handsome woman in her late forties. Once a stunner, she's now
starting to show wear and tear. The life is getting to her, and she just wants to
get enough scraped together to start over somewhere far away. She's convinced that
Novikov wants her dead, and she doesn't know what to do.
Lazzarini
Salvatore Sal Lazzarini. Male, mid-thirties, heavyset. Bewildered, terrified.
Lazzarini is a photographer by trade. After hearing several urban legends about the
'sewer people', he took his camera and began prowling around a network of alleys
behind the strip club. A few minutes ago, he was captured by the Chamsiel angels
and dragged into a manhole. Unconscious and injured, Lazzarini will soon be killed
by the angels if he's not rescued.
Novikov
Andrei Novikov is a ruthless crime lord. Male, early forties, cruel and
domineering. He's fairly low in the food chain, but he has a lot of ambition. With
time, he hopes to turn a gambling den and strip club (and occasional brothel) into
the center of a criminal empire. He feels that draconian times call for draconian
measures, so he always punishes transgressions brutally. He doesn't want to look
weak, so he's going to have Collins killed, and then he's going to find Spadoni's
killer and have him brought down as well. Since Detective Brzek seems so hell-bent
on learning about death, Novikov's sent two of his top hit men after her.
LOCATIONS
Parking lot
This is where Spadoni's corpse was found. However, there's very little evidence
left, because the skin has been gathered by the authorities (this is information
that the Zealots can gather from cops and reporters at the scene of the crime, and
this will point them to another location: the morgue). If the Zealots search this
area, they'll find the footprints of the Chamsiel angels in Spadoni's blood (a
piece of evidence). They'll also find asbestos fibers in the blood (which doesn't
count as evidence, since it's not supernatural in nature, but if they investigate,
they'll learn that a school was shut down for asbestos abatement earlier in the
year). If the Cadre tries to access security tapes, they'll find that the tape of
last night's surveillance is missing (stolen by the Novikov gunmen and taken to
Novikov's front business early this morning). In the security room, the Zealots
will find a security card for the front business, Apptitude Technology. One of the
gunmen dropped it while stealing the security tapes. This clue will lead the Cadre
to Apptitude.
Strip Club
The Bare Essentials strip club is noisy, smoky, and loud. Gaunt women in thongs
gyrate while silent men stare. The place reeks of sweat. If the Zealots check the
place out, and if they can get past security, they will find the illegal gambling
operation and evidence of Spadoni's skimming. This is also where the Zealots will
find Collins, who is convinced that someone is out to kill her. If the Zealots try
to help, she has a fighting chance. If they ignore her, she will be shot dead later
that day. If they help her, she'll tell them about a man named Lazzarini, who's
been poking around lately. It seems that he's obsessed with some weird urban
legend. If pressed on this, she'll tell them about his sightings (providing the
Cadre with a very rough description of a Chamsiel angel). Collins chased Lazzarini
out a few hours ago. Last she heard, he was poking around the alleys behind the art
gallery. Collins also has information about Novikov and his front operation
(Apptitude), and if the Zealots help her, she'll be more than happy to tell them
all about it. If she is killed, they can still find all of this information in her
apartment uptown. If they save her, they'll get 3 points of Fury.
Abandoned School
William Henry Harrison Elementary was shut down last summer when inspectors found
large quantities of asbestos in the building's insulation. The process of abatement
began a few months ago, but after several members of the demolitions team died
suddenly, the project was put on indefinite hiatus. The contractors killed one
another with sledgehammers. The last man standing stuffed handfuls of asbestos into
his mouth until he asphyxiated. The bodies were taken from the building, but all of
their tools remained behind, including construction equipment. A bulldozer and an
excavator are parked in the muddy field behind the school. The school is quiet and
dusty, and there's no electricity. If the Zealots use flashlights, or other light
sources, strange shadows will play on the walls. In a broom closet, the Zealots
will find the mangled corpse of a vagrant who was looking for a place to sleep. He
was killed about 36 hours ago. The Chamsiel angels skinned him, ate his flesh, and
put on his greasy clothing. The Zealots will find claw marks on his body -- the
absence of clothing (no trace of it, not even his socks) will also constitute
another clue, as this reflects the modus operandi of the Chamsiel. As the Zealots
progress through the school, they'll encounter strange phenomena -- the smell of
rotting fruit, the sound of running water. There's no source for these, but
eventually, the Cadre will find a mural depicting several strange-looking children
and animals. Suddenly three-dimensional, these will tear themselves free of the
wall, trailing filaments of paint, and they'll attack.
Hostiles: Apparitions
Evidence: Mangled corpse; strange phenomena
Leads: Alleys; Sewer system
BATTLEFIELDS
Alleys
This network of alleys behind the art gallery reeks of urine and cheap whiskey. The
alleys are thick with piles of crumpled newspapers, hypodermic needles, used
condoms, and cigarette butts. If the Zealots investigate these alleys, they'll find
traces of Lazzarini's abduction (evidence), and the trail will lead into a manhole.
While in the alleys, it's likely that the Zealots will be attacked by members of a
local drug gang trying to protect their turf. Defeating (or otherwise neutralizing)
the gang will earn 3 points of Fury.
Cartel Office
The Novikov cartel runs Limbo Deliveries, a shipping and receiving service
downtown. However, the building is just a front for various operations, including
weapons smuggling, fencing stolen goods, and numbers rackets, and low-level drug
sales. The building's brick is crumbling slowly, and several broken windows have
been mended with duct tape or boarded up with plywood. The inside of the office is
extremely hot, despite the ceiling fan overhead, and the sweaty man (Olaf) behind
the desk has very little to say. If the Zealots try to get by him, Olaf will draw
his shotgun and call for help. Through the door at the back of the reception area,
the Cadre will find a receiving area where trucks bring in illegal goods and tough
guys compare their weapons in between jobs. In the shipping manifests and computer
printouts, the Zealots will find payroll and contact information for associates
working for Novikov at Apptitude Technology and Bare Essentials.
Apptitude Technology
Though it appears to be a software company, this is a front for Novikov operations.
Novikov himself has an office here. If the Zealots investigate this company in any
way, they'll be attacked by cartel gunmen. To further complicate matters, Detective
Brzek is here, and is about to make an arrest. Novikov has ordered her murder, and
the Zealots will probably wind up caught in the crossfire. Afterwards, should the
Cadre check the place out, they'll find the surveillance tapes, including footage
of the angels killing Spadoni (evidence). There's also a chance that one or both of
the Chamsiel angels might attack here. If they're killed, the scenario effectively
ends. If the Zealots save Detective Brzek, they get 3 points of Fury, and they
might form a good working relationship with an NPC.
STATS
Lorraine Collins
Strength: 2
Sense: 2
Soul: 2
Life: 4
Skills: Profession (Manager) 2
Cartel Gunmen
Strength: 3
Sense: 1
Soul: 1
Life: 6
Skills: Crime (Enforcer) 2
Weapon: Pistol 2/1/2
Olaf Mj�rgenb�rd
Strength: 3
Sense: 1
Soul: 1
Life: 7
Armor: 5
Skills: Crime (Enforcer) 2
Weapon: Shotgun 2/2/2
Andrei Novikov
Strength: 3
Sense: 3
Soul: 1
Life: 6
Armor: 7
Skills: Crime (Boss) 6
Weapon: Uzi 3/3/3
Novikov's Bodyguards
Strength: 3
Sense: 1
Soul: 1
Life: 6
Armor: 5
Skills: Crime (Enforcer) 2
Weapon: Shotgun 2/2/2
Apparitions
Strength: 5
Sense: 1
Soul: 1
Life: 6
Fury: 6
Weapon: Claws 1/1/-
RESOLUTION
Once the Zealots have tangled with the Apparitions at least once, and have rescued
at least one of the people in harm's way (Brzek, Collins, or Lazzarini), the
Chamsiel angels will catch on. After the Zealots have hit at least five of the
eight places on the Death Spiral, the angels will probably attack. However, they
may not attack at the same time; if the Cadre is low on firepower, the Director
should probably let one angel attack, followed by an encounter with the other one
later on. Because the witness saw two creatures, and there were two sets of prints
in the garage, this should come as no surprise. The scenario ends when both angels
are dead.
15. Appendix
Here, you'll find some random-table resources, a pronunciation guide, an index, and
information about the people who worked on this book.
To whip up a scenario really quickly, roll a couple of 12-sided dice. The first die
will tell you which list to look at, and the second die will tell you which item on
the list to write down. Jot down some hostiles and locations, then add an angel.
Voila -- scenario!
15.1.1. Hostiles
1-3: List A
4-6: List B
7-9: List C
10-12: List D
List A
1. Arsonists
2. Assassins
3. Bank robbers
4. Blackmailers
5. Burglars
6. Cannibals
7. Car thieves
8. Cartel
9. Con artists
10. Convicts
11. Corrupt politicians
12. Counterfeiters
List B
1. Cultists
2. Dirty cops
3. Dirty feds
4. Drug dealers
5. Drug traffickers
6. Embezzlers
7. Extortionists
8. Extremists
9. Forgers
10. Gang
11. Graverobbers
12. Grifters
List C
1. Gunrunners
2. Hackers
3. Jewelry thieves
4. Jury fixers
5. Kidnappers
6. Mob
7. Murderers
8. Neo-Nazis
9. Pickpockets
10. Pirates
11. Racketeers
12. Robbers
List D
1. Saboteurs
2. Separatists
3. Serial killers
4. Slavers
5. Smugglers
6. Spies
7. Terrorists
8. Thieves
9. Traitors
10. Vandals
11. War criminals
12. White-collar criminals
15.1.2. Locations
1-3: List A
4-6: List B
7-9: List C
10-12: List D
List A
1. Alley
2. Amusement park
3. Apartment complex
4. Army base
5. Art gallery
6. Auto shop
7. Bank
8. Bar
9. Basement
10. Beach
11. Campus
12. Cargo bay
List B
1. Castle
2. Church
3. City streets
4. Construction site
5. Desert
6. Dump
7. Factory
8. Farm
9. Government building
10. Highway
11. Houseboat
12. IT department
List C
1. Loading dock
2. Mansion
3. Marina
4. Mausoleum
5. Museum
6. Office building
7. Oil rig
8. Overpass
9. Park
10. Parking garage
11. Rest area
12. Rooftop
List D
1. School
2. Sewers
3. Ship
4. Shopping mall
5. Stadium
6. Steel mill
7. Suburbs
8. Subway
9. Swamp
10. Theater
11. Woods
12. Zoo
15.2. Scenario Hooks
An aging Cold War spy is slowly fading away in a nursing home. Humiliated and
neglected, he spends his days dreaming of past glories. Then an Anamiev takes
control of him and begins to slaughter the abusive staff. The sudden attention on
the nursing home brings the spy to the attention of his foreign enemies, who never
forgave him for an assassination he carried out decades ago. Assassins are
deployed.
An arrogant CEO walks away with millions after running a company into the ground.
However, part of his wealth came from embezzlements over a period of several years,
and his partners have found out about his theft. One of them has connections to
Oni, and enforcers have been sent to shake some money from the CEO. To make matters
worse, a Craanoi angel has begun to stalk the CEO.
A Turiel angel is drawn to the site of a nuclear meltdown. Worse, a Raum angel is
trapped inside with many of the power plant's staff. The area has been sealed off
by authorities. Inside, the Raum has begun slaughtering civilians, and outside, the
Turiel is getting ready to strike.
During a turf war between two crime families, an Aeshuam angel has begun to stalk a
married crime boss who's become involved with a stripper.
A cruise ship stalls near the coast of South America, and there's no response when
the authorities try to make contact. Officials attempt to board the ship, but are
attacked by strange creatures. They fall back, and someone manages to get word to
the Cadre. No one knows that the ship is now home to a Naruesha and a Sameisa
(along with various manifestations and a couple of Rephah). Though many of the
passengers aboard the cruise ship are still alive, this won't remain the case for
long, as many of them have been drinking and/or entertaining lustful thoughts.
Aboard the International Space Station, astronauts and cosmonauts have been
conducting gravity-related experiments with apes, monkeys, dogs, and other animals.
Though these experiments have resulted in no physical harm, they have nonetheless
attracted the attention of a Myavethi angel. The station went dark thirty minutes
ago, and the only communication from the crew was a brief video clip that showed
the crew members, tied down and covered in freeze-dried food, begging for their
lives as the animals aboard the ship slowly closed in on them.
15.3.6. Triggers
1. Frantic phone call from contact
2. Email from contact
3. Police report
4. Screams, sirens
5. Article in magazine or newspaper
6. CB radio chatter
7. Strange sighting
8. Missing persons report
9. Dead body found
10. Orders from Monitor
11. Ominous note
12. Severed head mounted on spike in front of local orphanage with scorpion stuffed
into mouth
Bug hunt: There's an angel out there, and you've got to track it down and destroy
it.
Defend mission: You've been tasked with protecting a high-profile target from
assassination.
Delivery run: Get a package to the other side of town. Don't open it. If you do,
don't stop shooting.
Escort mission: Get someone to a destination. No, dammit, dead doesn't count.
Alive. ALIVE.
Infiltration: Penetrate the enemy base of operations. Get in there and achieve your
goals.
Locate target: Find a specific person and keep an eye on them until a specific time
or event.
Patrol & recon: Keep an eye on this area. Something's going to happen, so be ready.
Rescue op: Locate and protect a high-profile target until the crisis is over.
Retrieve object: Get in there, find this object, and then get out as quickly as you
can.
Sabotage: Penetrate their defenses, and cause as much damage to their operation as
possible.
Seek & destroy: Locate and kill a specific individual, entity, or other target.
Surveillance: Gather all the information you can about a certain group or
individual.
15.4. Pronunciation
When in doubt, adopt a foreign accent. Be consistent. Pretend you know exactly how
it's pronounced. The players will fall in line.