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Credits
Published by
Produced by Scott Mitchell Writing Rob Baxter, Mark Bruno, Edwyn Kumar, Scott Lynch, Scott Mitchell Game Design Edwyn Kumar, Scott Lynch, Marty Makita, Scott Mitchell, Jason P. Prince Editing & Revised Editing Edwyn Kumar, Scott Mitchell Front & Back Cover Pat Loboyko, Scott Mitchell Art Direction, Layout and Typesetting Scott Mitchell Interior Painting Pat Loboyko Sphragis Design Darius Bobek Original Playtesting Steven Bell, Michael Benetti, Jennifer Brock, Mark Bruno, Supitcha Chierakul, John Dawes, Michael Greishaber, Ross Harris, Randall Harris, Michael Heacock, Andrew J. Lucas,,Mark McDonnell, Joe Meyers, Lisa Mulzet, Eric Nail, Jason P. Prince, Ray Sillman, Chris Slater, Christopher Van Tighem, Mike Whitehead, Ray Wilberg, Scott Wilton, Jason Woodall, Bill Wonch, Kanaka Keep Gamers, & the VGG. Seventh Seal Line Developer K. Scott Agnew (
[email protected])
46 Weldon Street Moncton, New Brunswick E1C 5V8 Canada
The Seventh Seal: Roleplaying Game of Biblical Horror is the original creation of Scott Mitchell. The Seventh Seal is a trademark of Scott Mitchell and is used by Morrigan Press Inc. under license. All rights reserved. The Seventh Seal: Roleplaying Game of Biblical Horror is ©2005 by Scott Mitchell The mention or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Some of the subject matter within the pages that follow deals with the occult and demonology. It in no way condones the study or practice of devil worship. The intent is to inform the reader of the darker side of biblical mythology and its impact on the fictional world of The Seventh Seal. Reader discretion is advised. The use of the male gender throughout the text should not indicate any form of gender bias. It is meant to avoid confusing pronouns (he/she/it) and remain consistent to make the text easier to read. For more information and free downloads for The Seventh Seal, visit: www.morriganrpg.com First Printing: 2005 Printed in the USA
Introduction Character Glossary Player Glossary
Chapter One: Sinners and Saints The Anointing Destiny and Danger: Life as a Sentinel The Alliance of Light The Legion of Darkness The New Millennium
Chapter Two: Signs & Portents The Testaments of Zarahaim The Fall The Six Beast Kingdoms Christ and Antichrist The War Upon Earth Endgame and Reckoning The Seven Seals Epilogue: The Demon’s Final Revelation
Chapter Three: The Chosen Concept Character Sheet Key The Trinity Background Celestial Orders Grace Finishing Touches
Chapter Four: State of Grace Of Being Insight Grace Spiritual Conflicts Prophetic Revelations Acts of Sacrifice Places of Power Divinities Angelic Blessings
1 3 4
7 7 15 17 18 20
23 23 23 26 31 32 33 34 36
39 39 40 42 42 48 56 56
67 67 67 68 70 71 73 76 77 103
Chapter Five: Guidelines The Dice Measuring Time Proficiencies Combat General Hazards Health and Sanity Weapons, Vehicles & Equipment Free Will
Chapter Six: Revelations The Role of the Prophet Religion and Truth The Divine and the Infernal Horror: The Manifestation of Fear A Beleaguered World The Crusade Inspirational Resources
Chapter Seven: We Are Legion! Hell: Dante’s Inferno or John’s Allegory The Deceitful Trinity The Infernal Essence Soul Consuming The Iniquitous Spirit Sorcery Hierarchy Diabolicus
111 111 114 114 119 124 128 130 135
137 137 141 144 146 148 151 156
159 159 160 161 164 164 170 178
Appendix
195
Index
207
The Seventh Seal is the last of seven prophecies documented in the Book of Revelation. Also known as the Apocalypse of John (allegedly one of Christ’s Apostles), the Book of Revelation was adopted by Christians as the last book of the Bible’s New Testament. It proclaims the final victory of God over the forces of Satan at the end of mortal history, and was supposedly received by John in a vision several decades after the crucifixion of Christ. John’s Apocalypse was filled with occult imagery and cosmological mysticism. He used the allegorical symbolism of a scroll bound by seven seals to represent the apocalyptic revelations. Each of the seals represents a progressive release of doom upon the earth. According to the prophecy, once the Seventh Seal is opened final judgment will fall upon humanity. The Apocalypse is the climax of the eternal war between the Kingdom of God and the Legion of Hell. During the final days, the Antichrist, chosen agent of the powers of darkness, will ascend to the throne of a great mortal kingdom and shake the very pillars of Heaven. If he cannot be destroyed before he takes his throne, the struggle to defeat him will consume the world.
When will the world come to an end? Since the dawn of time, humans have searched for the signs that will herald the end of creation, when the supreme powers of Heaven and Hell will crash down like waves upon the mortal world and wash away the earth and all of its creatures. Has that time come at last? Are these first years of the New Millennium signs that the final chapter is upon us? The Seventh Seal is a roleplaying game based on biblical mythology, with heavy focus on the Book of Revelation. Players assume the role of Sentinels, mortal guardians of Heaven invested with supernatural powers. The Sentinels are the last echelon of light, the final righteous stroke against the rising tide of dark powers that seek to claim the souls of humanity. Using the rules in this book, a handful of six-sided dice, pencil, paper, and a heavy dose of imagination, players create characters that act in dramatic stories revealed and initiated to by the game master, known as the Prophet. The Prophet creates scenarios, called Prophecies, which take the players across many adventures and experiences in the world of The Seventh Seal. Through the Prophet’s imagination and storytelling abilities, the characters are drawn into webs of action and drama. The Prophet also plays the supporting cast and the antagonists against which the players must cooperate with or overcome by wit or force in order to succeed.
The War Between Heaven and Hell “Th’ infernal Serpent; he it was, whose guile Stird up with Envy and Revenge, deceiv’d he Mother of Mankinde, what time his Pride Had cast him out from Heav’n, with all his Host Of Rebel Angels, by whose aid aspiring To set himself in Glory above his Peers, He trusted to have equal’d the most High, If he oppos’d; and with ambitious aim Against the Throne and Monarchy of God.”
The Seventh Seal in the Book of Revelation “And I saw in the right hand of him that sat on the throne a book written within and on the backside, sealed with seven seals. And I saw a strong Angel proclaiming with a loud voice, ‘Who is worthy to open the book, and to loose the seals thereof?’ And no man in heaven, nor in earth, neither under the earth, was able to open the book, neither to look thereon.”
— John Milton, Paradise Lost, Book I The living God, almighty and eternal, presides upon a throne of judgment at the very apex of the universe. This world and everything in it are His creations, and yet there is war against Him and His kingdom. Humans and Angels alike have free will — and
— Revelation 5:1-3
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some of them have chosen to turn against God and have vowed to see Him overthrown as the Lord of Creation. And it is creation itself that acts as the battleground for the forces of light and darkness, and human souls are the prize. Each soul, bound in its fragile mortal vessel, contains a fragment of the divine spirit, and thus each soul corrupted and hence stolen by darkness increases its power and the audacity of the Legion of Hell. The war has waxed and waned, sometimes directly making its presence known, but more often as the backdrop to cataclysmic events throughout human history. In the modern day, the earth carries more living souls than have ever existed. In this age of global culture, advanced technology, and decadent materialism, the last act in this great conflict is about to play out. On one side is the Kingdom of God, compassionate and powerful, yet aloof and mysterious. On the other side is the Legion of Hell, fractious and greedy, yet only too willing to interfere directly upon the mortal plane. Things shall not always be as they are, and the massive changes in the world over the past century are only a small sign of the ravages that the war will take in the future.
The Chosen “. . . Hurt not the earth, neither the sea, nor the trees, till we have sealed the servants of our God in their foreheads. And I heard the number of them which were sealed: and there were sealed an hundred and forty and four thousand of all the tribes of the children of Israel.” — Revelation 7:3-4 Arrayed against this awesome force are the soldiers of light, the Sentinels, marked by God and torn from their former lives of comfort and illusion. The Sentinels are the recipients of Angelic visitations, during which they are invested with supernatural powers and the responsibility of hunting and destroying the forces of the Legion on earth. Scared, confused, and outnumbered by the Legion, the Sentinels must rise to the challenge that is their destiny. If they cannot drive the unrighteous from the earth by faith and force, the Seventh Seal will be broken, and the defeat of Satan will require the destruction of the earth, and with it, mankind.
Legion
The Last Age of Man
“Like one that on a lonesome road Doth walk in fear and dread, And having once turned round walks on, And turns no more his head; Because he knows a fearful fiend Doth close behind him tread.”
What are the roots that clutch, what branches grow Out of this stony rubbish? Son of man, You cannot say, or guess, for you know only A heap of broken images, where the sun beats, And the dead tree gives no shelter, the cricket no relief, And the dry stone no sound of water.
— Samuel Taylor Coleridge, The Rime of the Ancient Mariner
— T.S. Eliot, “The Wasteland”
The Sovereign of Hell, the greatest and most daring foe of light, is Satan, the Fallen One. Once he was called Lucifer, highest and most beautiful of God’s Angels. In his reckless ambition, Lucifer led a rebellion against the throne of Heaven. Overcome by the loyal Archangel Michael, Lucifer and a third of the Angels that supported him were cast down from Heaven, forever removed from the love of God. Satan is also called the Prince of Lies and the Serpent, for it is said to be he who enticed Adam and Eve to eat the forbidden fruit from the Tree of Knowledge. It is difficult to imagine a more cunning, powerful, or rapacious antagonist for the human spirit than the once brightest morning star of Heaven. Satan and his army of rebel Angels rule the dread fires of Hell, where the souls of the wicked and the unrighteous are tormented and devoured. In supernatural might and in mortal pawns, they are a force to be feared.
It is the dawn of a New Millennium, a time of unparalleled connections between nations, vast material wealth, and spiritual starvation. The uncertainty and confusion of this infant age is fertile soil for the powers of Hell, and the agents of the Legion are hard at work preparing the way for the coming of the Antichrist, the False Prophet whose reign will initiate the end of the world. Demons walk the earth in mortal guise, and their human servants are as likely to be found in a boardroom as a Satanic Black Mass. The forces of darkness claim governments, churches, corporations, and mortal agencies of every description. Their influence knows no bounds. This is a cynical age, a worldly age, one in which the nations of the earth are divided by deep contrasts. In the industrialized powers, luxuries are cheap and numbing, and irreligion is fashionable. In the poor nations scrabbling for existence in the less
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it is not meant to be mistaken as an essay or opinion on modern religion or faith. This is simply the legendary tapestry from which the game draws its inspiration. The game presumes that many of the stories presented in the Bible and related Apocrypha are incomplete or purposefully misleading. This may conflict with faithful adherents of said texts as unthinkable. The Seventh Seal can be perceived as being simultaneously “too Christian” by some and yet “heretical” by others. Despite these natural tendencies, due in large part to the background and themes of The Seventh Seal, in order to remain true to the source material, yet make a playable game, we have taken liberties with the design and setting to reflect our vision. We have confidence that reasonable people will see it for what it is: a game, a means of entertainment, nothing more and nothing less. For better or for worse, the Bible is one of the pillars of western culture and understanding, rich in philosophical questions and obtuse mysteries, ripe with prophecies and phantasmagoria. This is not evangelism for or against the Bible, but an exploration of its tenets as the basis for a fictional setting. Within this setting, we have also tried to play up the racial and sexual inclusiveness of the source material, exercising our creative and dramatic license in so doing. The God of The Seventh Seal, whatever else may be said to His detriment, is a God of the world entire, deeply and personally interested in the struggle against darkness faced by every soul on the earth. If you disagree with what we’ve done here, the magic of the medium is that you can change it to your heart’s content. We submit to you that we have done our best to walk a careful, thoughtful path during the writing and editing process, and that our only agenda is to entertain. The Creative Team
stable corners of the earth, famine, disease, and ceaseless war are the rule. Hell follows misery and indifference alike, and its power grows with every day that passes.
Prophetic Revelation “The Revelation of Jesus Christ, which God gave unto him, to shew unto his servants things which must shortly come to pass; and he sent and signified it by his Angel unto his servant John: Who bare record of the word of God, and of the testimony of Jesus Christ, and of all things that he saw. Blessed is he that readeth, and they that hear the words of this prophecy, and keep those things which are written therein: for the time is at hand.” — Revelation 1:1-3 The unique device at the heart of The Seventh Seal is the Prophetic Revelation. Mystical visions and allegories delivered to the Sentinels in the form of waking dreams. Through the vehicle of these revelations, the Angels of the Lord direct the efforts of the Sentinels. These supernatural insights are both the blessing and curse of the Sentinels, for with every disclosure given to the soldiers of light, the picture grows clearer of the blasphemous, inhuman forces that await them at every turn. Where the true power of Hell is concerned, ignorance is indeed bliss.
Contained Within . . . Chapter One: Sinners and Saints explores the condition of the Sentinels, introducing players to the Anointing and the subsequent roles their characters play within the game. Chapter Two: Signs and Portents details the war between Heaven and Hell through scraps of history, prophecy, and misinformation. Chapter Three: The Chosen discusses character creation, including the seven Orders of the Archangels, character backgrounds, as well as Benefits and Detriments. Chapter Four: State of Grace provides an in-depth examination of all the spiritual and supernatural traits available to Sentinels, including Grace, Insight, Divinities, and Blessings. Chapter Five: Guidelines explains the rules of the game, including dice rolling conventions, resolution mechanics, Proficiencies, combat, disease, health, and equipment. Chapter Six: Revelations provides deeper instruction for the Prophet in the arts of prophecy, horror, revelations, and the creation of scenarios for a fulfilling roleplaying experience. Chapter Seven: We Are Legion! details the powers of the Legion, the hierarchy of Hell, Demons, Iniquities, and Sorcery. Also provided are statistics for adversaries that will challenge and antagonize the Sentinels of The Seventh Seal.
Character Glossary The following terms are frequently used throughout the text of The Seventh Seal. They are listed below for ease of reference, and can be used within the game setting by Sentinel characters: Anointing: The process by which a mortal is invested with the powers of a Sentinel. Antichrist: A mortal agent of Satan, invested with the Fallen One’s might in a blasphemous parody of Jesus’ Incarnation. Arcana: Theurgical arts drawn from the holy power of God. Antithetical to black magic, or Sorcery. Archangels: One of the nine Choruses of God’s celestial servants and warriors. Seven Archangels (Michael, Gabriel, Raphael, Uriel, Jeremiel, Raguel and Suriel) bear responsibility for choosing and guiding the Sentinels.
Disclaimer
Beast Kingdoms: Nations (both historical and contemporary) under the sway of dark and ungodly ways.
The Seventh Seal is intended neither as a serious theological document nor a clumsy piece of propaganda — it is a roleplaying game, a work of fiction from cover to cover. While it draws heavily upon Judeo-Christian culture and mythology, presuming (within its own context) that biblical lore happens to be the truth,
Celestial Order: One of the seven divisions of the Sentinels, each of which is overseen by an Archangel.
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the Legion and forestall or prevent the rise of Satan’s power on earth.
Deceitful Trinity: The blasphemous trio of entities crowning the forces of the Legion, composed of Satan, Tiamat, and the Antichrist.
Seraphim: The highest and most powerful of the nine Angelic Choruses. Lucifer, who was cast down, was once among their number.
Demon: Any creature with the Aspect of Entity that has some influence and power in the hierarchy of Satan’s Legion. The Fallen are the most powerful Demons in Hell.
Seven Seals, The: A metaphor used in the Book of Revelation to describe the successive stages of the world’s doom.
Divinities: Supernatural powers granted to Sentinels to aid them in battle against the agents of Hell.
Sorcery: Term used to describe magic empowered by an ungodly source. Directly opposed to Arcana.
Fallen: The highest order of Hell’s hierarchy. Fallen Angels who once served in the army of the Kingdom of God.
Sphragis: A supernatural brand borne by all Sentinels. Visible only to supernatural entities and other Sentinels.
Holy Trinity: The three aspects of the Almighty God, commonly known as the Father, the Son, and the Holy Spirit.
Spiritual Conflict: A dangerous contest in which a Sentinel pits all his reserves of faith and spirituality directly against the dark force of a servant of Hell.
Incarnation, The: The period of time in which Jesus Christ walked the earth in the body of a man.
Tiamat: The “Whore of Babylon,” a great seductress of men and nations. One of the Deceitful Trinity.
John the Divine: Allegedly one of Christ’s apostles. John received and recorded the prophecies that make up the Book of Revelation. Kashshapi: Sorcerers in the service of the Infernal Legion.
Tribulation: The last age of man, the time after the breaking of the Seventh Seal, a time of Hell on earth.
Legion, The: Common term for the powers of Hell, including all those allied to its wicked agenda.
Tsaba: A small group of Sentinels that work, fight, and seek revelation in the war between Heaven and Hell.
Magi, Chaldean: Secretive and reclusive sect of enlightened magi who practice Arcana. They are granted powers by God in exchange for acknowledging Jesus as His son.
Veil, The: The invisible barrier between the corporeal world and the spirit realm.
Marked, The: Willing mortal servants of the Legion, branded with the mark of the beast, the unholy equivalent of the Sphragis.
Player Glossary The following terms are used by players and the Prophet, rather than by their characters.
Martyrs: Spirits with a divine purpose that help the Chosen Elect from across The Veil.
Aspect: One of nine basic traits common to all beings, rated from 1 to 7 for mortals, and 0 to 20 for supernatural creatures and Demons.
Nephilim: Monstrous children of mortal women and fallen Angels (the Fallen).
Benefits: Advantages gained by characters during character generation. See also Detriments.
Revelation, Book of: The last book of the New Testament that prophesies the end of the world.
Character: The fictional persona of a player in a game of The Seventh Seal. Characters are almost always Sentinels of a Celestial Order.
Revelation, Prophetic: A visitation of cryptic and mystic knowledge granted to Sentinels as forewarning to guide them in their battles.
Chapter: A single game session. Many chapters make up a Prophecy.
Satan: The ruler of Hell and the Legion. A powerful Fallen Seraphim who led a rebellion against God and was cast down for his presumption. Once known as Lucifer.
Combat Pool: Reference tools used to keep track of character abilities for combat purposes (listed on page two of the character sheet). Crusade: A Crusade is a complete roleplaying story arc. An easy comparison would be to call each Chapter the equivalent of one episode of a television series, each Prophecy a season of several such episodes, and a Crusade the complete run of those seasons. Familiar in common roleplaying parlance as a campaign.
Scythians: Demonic spirits used by the Legion as assassins, spies, and warriors. Sentinels (the Chosen Elect): Mortals chosen by the Kingdom of God to battle the forces of
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Prophet: An actual living person who describes the world and setting of The Seventh Seal in an imaginative manner to the players. The Prophet also resolves game mechanics and acts as the arbitrator of the game.
D: Shorthand for a six-sided die. The Seventh Seal only uses six- sided dice, found in most board games and hobby shops. “2D” represents rolling two six-sided dice, while “7D” would represent rolling seven six-sided dice, etc.
Scene: A loosely defined term used to describe a single roleplaying encounter or situation. Think of it in movie terms — a scene may be a conversation, a dramatic confrontation, a fight, or any other significant plot event.
Degree of Success (DoS): The number of dice rolled that equal or exceed an action’s Difficulty Rating. Also the difference between rolls in Opposed Rolls. Detriments: Disadvantages and hindrances acquired in character generation. Detriments may be taken in order to allow characters to gain more Benefits.
Taint: The power of Hell that grows in the hearts of the indifferent, the callous, the sinful, and the willingly unrighteous. Taint is rated from 1 to 6.
Difficulty Rating (DR): The target number for each die rolled, ranging from 2 (easy) to 8 (extremely difficult) that must be equaled or exceeded during resolution. Abbreviated as DR. Echelon: Power levels of Divinities are referred to as Echelons. Each Divinity has seven Echelons. Free Will: The reward for the risks and dangers faced by Sentinels during their battle against the forces of Hell. Free Will points may be used to improve existing character traits and purchase new ones. Grace: Divine essence resident in all pure humans and creatures. Sentinels may use Grace to perform extraordinary feats. Guise: The supernatural illusion worn by Demons and Demonic creatures, allowing them to conceal their True Form from other beings. HtH: Shorthand for “Hand-to-Hand.” Insight: Supernatural energy granted to Sentinels, enabling them to utilize Divinities and Arcana. Equal to the sum of Vigor + Willpower + Soul. Life Levels: A representation of the physical health of characters and creatures within the game. Most beings have eight Life Levels, the last of which represents death. Phase, Action: Combat and other actions are divided into Action Phases. Each Action Phase represents five-seconds of game time, during which characters and creatures within the game take actions. Player: An actual living person who participates in a game of The Seventh Seal by roleplaying a Character. Proficiencies: Skills and focused abilities that can be learned and improved over time. Proficiencies are rated from 1 to 7. Prophecy: A linked thematic interval made up of numerous Chapters, usually developed around a single critical Prophetic Revelation (hence the name).
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The Lord moves in mysterious ways, and few know this better than the Sentinels. The ranks of the Chosen form a motley human tapestry, an alliance of sinners and saints from all cultures and walks of life. The Archangels favor no religion or patterns of behavior in their selections. Atheists and agnostics, soldiers and scholars, young and old alike find themselves chosen to confront the Legion of Hell on behalf of a power that most of them didn’t believe in before their Anointing. The Sentinels are a microcosm of the human condition, representing the best as well as the worst that it has to offer. They are often confused and afraid, struggling to overcome their own dark sides and come to terms with the will of God as they try to stay alive in battle against the darkness around them. The only comforts of their harsh life are the camaraderie of other Sentinels and the sure knowledge of redemption . . . if only they are strong enough to loose their faith from the shackles of doubt and cynicism.
Visions: Crossing the Threshold “Your old men shall dream dreams, your young men shall see visions.” — Joel 2:28 The Sentinel-to-be is first plagued with torrents of visions while he sleeps, and may even experience terrifying wakingdreams as the days go by. These dreams reveal various scenes from the great conflict between Heaven and Hell, some of which are recorded in the Bible. They may show the dreamer the fall of the walls of Jericho, or the journey of Moses in a basket of rushes, or the childhood of Christ, or any of a thousand other places and events of biblical and historical relevance to the war between Heaven and Hell. The most vivid and terrifying dreams of all are those that reveal the Fall, when the host of Rebel Angels led by Lucifer were cast from Heaven for their attempt to overthrow God. It is a mercy that the particulars of these visions are only half remembered upon waking, though the emotional shock never fades.
The Anointing “Do not harm the land or the sea or the trees until we put the seal on the foreheads of the servants of our God. Then I heard the number of those who were sealed: 144,000 . . .”
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osh Cable drank deep of his lukewarm Rolling Rock. He warily eyed the crowd past the bright arc of the stage-lights; out there on the sawdust covered floor dancing like they were half asleep. Forty minutes into the band’s set, and the place was still mild. Polite even. The audience of the living dead. “Let’s do ‘I Wanna Be Your Dog’ next,” said Jesse from behind his drum kit. He was already teetering on the edge of his stool, half-a-dozen empty green bottles at his feet. Josh’s eyes narrowed in irritation — the bar took the beers out of their cut for the evening. On a night like this, drinking away every last penny was a real danger. “Play the set like we practiced it,” Josh said. “Otherwise we’ll probably screw something up.” He gave a look to Drew, the lead guitarist, who nodded slowly, then tapped his mike three times. Josh drained the rest of his beer,
— Revelations7:4 The awakening of a Sentinel is called the Anointing. The process is deeply affecting, both mentally and physically; an intrusion into normal life that begins as a vague unease and grows steadily until the chosen mortal receives an Angelic revelation. Each Sentinel’s Anointing is unique and highly personal, yet the investment of knowledge and responsibility tends to follow a loose pattern. The stages of Anointing are: Visions, the First Visitation, a Compulsion, the Second Visitation and the Investment.
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for a second, caught himself and clung to his bass as though it were a life preserver. “You okay to go on?” Drew asked. “Yeah,” Josh whispered, shaking his head, “It was nothing. Don’t worry about me. Let’s get on with it.” If his bass lines were a little ragged for the rest of the night, nobody cared. The audience, perhaps enthused by what they mistook to be a stage gimmick, actually came to life during the second set. Josh could barely stand to look at them, afraid to remember what he had seen, so he played most of the remaining set with his back turned. Eventually Jesse pressed another Rolling Rock on him, and by his sixth Josh no longer cared whether or not he drank away his share of the spoils.
tossed the bottle behind him, and held his four-string bass low against his thighs, his back arched, his body still. Drew cued Jesse, and the audience moved a little closer to the stage. The second half of the set opened with “Clash City Rockers,” and if that didn’t wake the place up they’d probably never be invited back to play again. Synchro cue was a four count, the band tapping their feet in unison, or near-unison in Jesse’s case. Four, three, two . . . A scream filled the bar, a sound so loud and vast that Josh felt it like a wind against his skin. His fingers slid down the strings, fumbling out a discordant fretter of bass slaps. He realized that it wasn’t one scream, but a mass cacophony, the entire crowd gone wild in anguish. Josh stood paralyzed — he smelled . . . smoke? White-hot flames boiled up around the audience, exploding out of nowhere, catching hair and clothing and flesh as it surged upward. A hundred agonized faces looked up at Josh from within that inferno, their skin waxy — their eyes wide. The fire breathed its charred human breath on Josh, and he fell choking to the stage. “Josh . . . Josh! Look at me, Josh, look at me! Are you tripping or something?” Drew and Jesse were both looking down at him, framed by the white lights of the stage. Drew looked horrified. Jesse gazed at his fellow band-mate with a smirk. Josh became aware that he was lying on his back, dangerously close to the edge of the stage; his bass awkwardly sprawled across his chest. The crowd was murmuring in anticipation — the fire was gone. “What the hell happened?” “Two seconds into the song you fell on your ass and had a screaming fit,” Drew said. “Hell! We thought you’d been electrocuted.” He held up Josh’s amp plugs. “Just in case.” “You were screamin’ louder than Henry Rollins at 4 a.m., man,” Jesse added. “I don’t know what happened,” Josh panted, “I’m pretty sure I wasn’t electrocuted. Help me up will ya.” Drew and Jesse hauled Josh onto his feet. He wavered
First Visitation: The Angelic Presence “Stand thy still a while, that I may show thee the word of God.” — I Samuel 9:27 The visions are a precursor to a direct revelation, preparing each mortal subconsciously to receive a spiritual visitation. The Archangel presents itself to the Sentinel-to-be, taking on whatever form best suits its purpose. They have been seen as mighty winged Angels of immense beauty, a burning bush, spiritual apparitions, or various other forms and avatars. Regardless, the first appearance of an Archangel is almost always a shock, even after days and nights of visionary trances meant to soften and prepare for the arrival. By the time this visitation comes, the Sentinel-to-be is well aware that something extraordinary is happening to him, and that his dreams have an origin beyond his own imagination. Most chosen mortals withdraw from human society as the visions intensify, since it is difficult to gain empathy from loved ones as the visions intrude upon daily activity. Many people are falsely mistaken as mad or insane during these times, and soon realize that they must face whatever truths are revealed to them on their own. While it is true that some have trouble dealing with what they are experiencing, others feel a dawning sense of anticipation.
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Without thinking, Josh threw himself to his knees and bent his head to the floor. “Rise, Joshua,” the angel said. “I am but a fellowservant, like you, and your brothers and sisters. Control your fear — you are marked in my Celestial Order, and others will soon look to you for guidance.” “All this is really happening?” Josh croaked. “I must be mad.” He rose unsteadily to his feet and stretched out a hand to touch the shape before him. He met no flesh, but an undeniably pleasant sensation of warmth spread across his fingertips and into the core of his being. Rhapsody. “I am as real as you are, but in my own way. What I give you is truth, though there will be much sorrow in it for you.” “But . . . I’m not even religious. I don’t believe in God.” The angel tilted his head, as though it had heard an old and familiar joke. “Rest assured that Our Heavenly Father believes in you, Joshua. Now sleep . . . and dream.” The angel reached out without moving, and Josh felt a sliver of pleasant heat pierce his forehead. He felt no pain, but his vision grew dim, and in his final vision before falling into darkness were black everlasting eyes.
osh clung to his cigarette, sucking it greedily as though every billow of smoke in his lungs and throat made the room around him seem more real. His window was open, and an evening breeze chilled his sweat-damp skin. The air in the apartment was full of city smells: asphalt, tar, and car exhaust. “I, Josh Cable, am going out of my goddamn mind,” he said aloud. It seemed as though the dreams started each night before he even went to sleep. Maybe they had replaced sleep altogether. He tried to drink and drug himself into blackness, but the dreams had battered their way through each time. Their fury and intensity had risen every night since the first — the night he fell on stage, imagining that he saw the audience writhing in a lake of fire. He’d called in sick to work three times. He hadn’t rehearsed with the band in a week. He’d pulled his phone cord out of the wall and stopped answering his door. He had black duct tape over his closet. He needed more for the windows, but he was afraid to go outside. He was on his last cigarette. Blowing smoke in a steady stream, he reflected on some of the things he’d seen. If he closed his eyes, he could remember most of them with frightful clarity. Cities with towers . . . deserts that stretched for miles . . . caravans of people in billowing robes . . . battles and death on arid plains . . . rivers of blood and mountains of bodies. A ghostly luminescence began to fill the apartment, as though someone outside the window had turned on the moon. Irritated, Josh untangled his legs from his sheets, rolled off the sleeping mat, and crept toward the window, cigarette dangling from his lips at a dangerous angle. A sudden sensation of warmth tickled its way up his naked back. “Joshua,” said a clear voice. It almost sounded like a whisper, yet was not masked by distance or the noises outside. Josh spun to see a tall figure standing in the center of the room. A man with skin that glowed, his frame broadshouldered and impressively toned. However, ‘standing’ wasn’t the proper word — rather, the figure hovered. Great ephemeral shapes filled the air behind the figure, like feathers of light.
Compulsion: The Test of Resolve “Thou art my help and my deliverer; O Lord, make no tarrying.” — Psalms 70:5 After a Sentinel-to-be has received his first visitation, he falls into a deep and unnatural slumber. He then has a dream of startling clarity, even in comparison to the visions of previous days. In the vision, he is shown in fairly certain terms the path that will lead to an agent of darkness. This is the first page of a test that will prove to the Sentinel-to-be that evil exists and that many wrongs must be righted in order for humanity to be saved. The test could be confrontational and overt, or subtle and indirect, since the forces of darkness are at work everywhere in society, and no Sentinel-tobe is ever far from the plans of the Legion. Upon waking, the Sentinel-to-be feels a compulsion to face the evil from his dream — an urge that grows by the hour. This is the crucible, the test in which each Sentinel first feels the direct power of darkness. The test may be a physical battle with a demonic agent, a public confrontation with a false priest, the uncovering of a sinister operation, or the rescue of an innocent person in grave danger. The Sentinel-to-be must overcome this challenge with his personal wits and resources. He is not yet invested with any supernatural powers, although he does feel the presence of a higher being with him at all times. Most Sentinels believe that this test is given to them so that they may prove themselves worthy of investment, but that’s only part of the truth. The test is given to each Sentinel to show them that even before they were gifted with supernatural powers, they were worthy of being Chosen, and that their own abilities are no less important to the coming battles than their Divinities. Above all, the powers of light want the Sentinels to gain confidence in humanity. It is possible for those not blessed with the power of a Sentinel to still fight against the influence of evil — an important fact that empowers Sentinels with hope that mankind can be saved.
Josh hollered and reached behind him for something to catch his balance. The sight of the figure hit him like a sword between the eyes. Half forgetting that his apartment was on the sixth floor, he stumbled for the window. “Be not afraid,” said the stranger. The voice resounded in Josh’s mind as though it were sprung from his own thoughts. He felt his body lurch to a halt, and move gently away from the window. “Behold me.” Gulping back fear and dropping his cigarette without a thought, Josh turned. He gazed at eyes that were as black as the night, but the smile was an easy one, a disarming gesture that somehow seemed perfectly at home on that inhuman face. “I am an angel of the Lord, Our God. I am called Michael. You are one of the Chosen Elect. I hold your name in my book along with many others. From this day, you carry a sword in Heaven’s name.”
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I
n the dream, the man had no face. He’d been a gray blur from the neck up. A non-person. But the children had faces. Josh saw every single one in his mind as he now walked down the alley, hands stuffed into his pockets to keep them from shaking. Adrenaline filled his veins, and the muscles of his body ached for the release. His stomach knotted with anticipation, and he could feel warm pinpoints of sweat beginning to slide down his forehead. A hundred nameless children in darkness. A faceless man that kept them there.
the Maglite. A black mass ripped the air. The sharp echoing smack of metal on cartilage, as the man’s nose shattered. “Jesus Christ,” Josh whispered. It was actually happening. He was re-living the dream, beating up crazy Russian guys in a place that smelled like the piss capitol of the world. He double-checked the bolt on the door. The bruiser was locked outside.
They are lost, echoed the voice in his mind, bound in chains and made to breathe the smoke of nightmares, made to take unclean powders that excite the blood and poison the soul.
Moving down the bare concrete floor of the hallway, Josh became aware of another sound, a muted organic muttering not unlike the gentle flutter of insect wings. He came to the end of the hallway and turned a corner. He finally saw what was making the noise. The place had probably been a business at one point — old machinery could still be seen against the far wall, along with the trackless remains of a conveyor belt. Chipped concrete pillars reached up from the bare floor to the waterdamaged ceiling, where tufts of pale insulation hung down like sinister fingers. Cheap arc lights dangled from the ceiling pipes. At every point along the walls and at every corner of the pillars were children. Dozens of them. Each of them had one hand lashed to one of the walls at chest level. Dirty plastic buckets lay at their feet. They were filthy. Their eyes were dead, cataract gray. The stench of human waste and narcotic smoke threatened to overtake Josh’s senses. Oily fingers of haze were crawling into the air from crude braziers littered about the room, and as Josh moved he could see gentle smoke currents forming in his wake like tendrils. The breathing of the children was like grating metal, fluttering and unhealthy, one sickly wheezing gasp after another. “Poor Dmitri is quite severely injured, Josh. What did you have to go and do a thing like that for?” The voice was heavy with the accent of Somewhere Else. It wasn’t entirely Russian, even to Josh’s untrained ears. It was like oil, swirling with undercurrents. The man that stepped out of the shadows was a perfect fit for it, looking as though he’d been assembled from spare parts at a morgue. He was tubercular rather than slim, with piano-wire tendons and muscles that moved like something burrowing under his pale skin. Beneath greasy ridges of black hair, the man’s eyes were bright with amusement. It was obvious that he was feeling no effect from the smoke that was congealing Josh’s senses with every passing moment. “How’d you know my name?” “You look like a Josh. What can I say?” The man stood at ease with his hands folded loosely across his chest. He was wearing greasy black jeans, a slick black t-shirt, and reptile-skin boots with tarnished silver heel caps. “Nice flashlight. I’m guessing this vigilante thing is new to you. I sent for you. Just like you said at the door, Josh.” “I don’t know what you want with these kids . . . Arkady, but I’m here to stop it.” Josh winced at the over-the-top bravado of his own words. “Stop it! Stop what? You don’t even understand what I’m doing,” the man said in a reasonable tone, almost hurt by the accusation, “it’s really as simple as . . . agriculture. I raise crops. I take harvest. And I don’t go looking for trouble where I’m not wanted.”
This kingdom of the lost is small, and its king is close at hand.
The end of the alley came into sight. A rusty iron door and a lone guard were there, just as he’d dreamed. Taking a deep breath, Josh tried to contain the dread and excitement that boiled within him. He wanted to shout and attack wildly. He wanted to run. He kept himself calm by force of will. The cold weight of his heavy Maglite rode against his rib cage, concealed within his jacket. The man on the door was a dog-faced Russian at least a head taller than Josh, the sort of paunchy bruiser that looked like he’d come out of the womb with a clenched fist and a bottle of vodka. He leaned against the brick wall, his eyes fixed on Josh. Arkady, whispered the voice in his head. “Arkady sent me,” Josh said as nonchalantly as possible. He figured that the simpler he kept things, the less likely he was to arouse suspicion. The bruiser eyed him for a long moment, as though disappointed that Josh had said the right thing. Then he knocked on the rusty iron door and spoke quickly in a guttural language that Josh didn’t understand. A bolt behind the door banged against the metal lined threshold. A rat-like face with nicotine colored skin and mannequin eyes peaked out from within. He motioned for Josh to enter, and stepped aside. Once the door was slammed shut behind him, Josh found himself in a dank unfinished hallway. The air was sick with the smell of drugs, piss, cheap booze and something that might have been burning plastic. The rat-faced man was shorter than Josh, and he had an addict’s emaciated frame, barely concealed by his grubby clothes. Strike, whispered the voice. Josh motioned for the man to halt while he drew a fresh packet of smokes out of his jacket with his left hand. Removing a cigarette with his right, he held it out toward the man. “Got a light?” The man nodded, reaching down into his pocket. Josh timed his movements carefully, feeling his heart as a steady tempo in his temples. As the man fished for a lighter, Josh’s left hand went back under his coat as though to put the cigarettes away. When both of the man’s hands were occupied with his lighter, Josh’s left hand emerged gripping
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charge. If I just leave to save my own skin, they’ll do things to me you can’t understand.” He moved to within a few feet of Josh, slowly, with his empty hands held up. He knelt before Josh and looked down at the ground. “Take the money, Josh. Take the goods. I’ll set you up for years. But if you won’t make a deal, if you have to be difficult,” the man looked up again, and Josh was startled to see a tear rolling out of his left eye, “then take your flashlight and bash my skull in. Make it quick. Just do me in, because I’ll never be allowed to die clean when they get their hands on me.” Josh raised the heavy flashlight and stared down at the man, whose face was twisted piteously. Josh’s arm wavered for a few seconds, and then he shuddered and lowered the weapon. “I can’t. Not like this.” “You’ll be doing me a favor, Josh. The only real favor anyone’s ever done for me. Do it. End it fast. Here,” he said, slowly reaching out for Josh’s bare arm, just above the wrist, “I’ll guide your arm. I’ll be the one doing it, not you. Please.” The man’s fingers were half an inch from his flesh when Josh looked away in shame and confusion. When he had seen them straight on, those fingers had seemed normal. But in the corner of his eye, he saw them writhing with a dark shape that made his pulse explode in adrenal fear. Breaking through the warm haze of the smoke-induced dullness, he jerked his arm away. Delicately cradled in Arkady’s hand was a massive spider, a hairless creature with a waxy black carapace and glistening fangs. Those fangs had been a hair’s breadth from plunging into Josh’s naked wrist, and the spider twitched in agitation. Screaming, Josh raised the Maglite and brought it down on top of Arkady’s head before the skinny man could react. There was no expected shock from the impact like he had felt before when he smashed rat-face in the nose, instead, the flashlight tore through the top of Arkady’s head as though it were crumpled paper. Inside was something soft that crackled as it broke, and Josh heard a rattling noise coming from within the shattered head. Arkady dropped gracelessly to the concrete; wisps of smoke swirling where he once was kneeling. Josh lurched to avoid the spider as it fell to the floor. Josh struck again and again, hitting Arkady along his back, each time plunging the flashlight through yielding skin and writhing softness. The body of the fallen man twitched and spasmed with each blow. “Should have made a deal, Josh!” The voice was still Arkady’s, but it was deeper and less human by the second. “I’m going to ram that flashlight up your ass until it hits the back of your skull. And then, Josh, I’m going to crawl inside you and take your flesh!” The skin that had been Arkady was sloughing off, revealing a skeleton-shaped mass of crawling horrors. Spiders and scorpions, centipedes and worms, all of them a fiercely agitated black mass of vileness. It peeled out of its false flesh and rose in the rough shape of a man. All around it the children remained sedate, staring with unseeing eyes. The thing flowed rather than walked, shifting its hungry mass in scuttling waves. Josh hurled his flashlight, watching in despair as it tore a hole in the chest of the black shape but
“You know my name, obviously, so I think you know who sent me. I’m taking these kids out of here.” “You saw me from your dreams, didn’t you?” Arkady interrupted smoothly, “Shortly after you had a visitor, I’d venture. Tall dark stranger. Chiseled like a Greek statue. Pretentious wings. Feet didn’t touch the ground . . . humph, oldest act in the book. Oldest con in the book more like it. I’m no fashion plate myself, but at least I mind the times.” Arkady fingered his threadbare shirt almost ruefully. He then flicked his tongue out between his teeth, like a reptile tasting the air. “I can smell it, Josh. I can taste its residue. I do know who sent you, and that means you know what I am. Well, it’s true. I mean, look around you,” the man opened his arms and gestured at the drug-deadened bodies. “Everything you saw in the dream was true. I keep this little room of sorrows because I need it. I work for a hierarchy, Josh. I’m just a day jobber. If I don’t do as I’m told . . . you got no idea. Trust me. Those lakes of fire aren’t for your kind, they’re for my kind, the working stiffs that screw up.” “What do you expect me to do,” Josh asked, confused and agitated by the argument, “turn my back on all this? Christ, these are just kids. I was sent here. I was sent here to . . . you know, to . . .” “Yes, you were sent here,” Arkady spoke in earnest, “but why? An almighty angel of you-know-who shows up and tells you to come after me . . . with a flashlight? Where’s that angel now? Why isn’t he doing his own dirty work? Why does something with such vast power need an errand boy like you?” “I . . . I don’t know,” Josh whispered, “but this place. It’s all wrong. What you’re doing is . . .” “Look, I’m giving you nothing but straight talk, Josh. I’m not a nice guy. I don’t do nice things. This place is just as bad as it looks. But I didn’t walk into your place, beat down one of your friends, and then tell you how to live your life. This isn’t your fight. You’re being used. You’re just a tool, and to tell you the truth, I feel more sorry for you than anything else.” Josh found himself speechless. The edges of the room were blurry, as though his depth perception was collapsing. His brain felt packed in cotton, and he struggled to retain a clear memory of the dream that had seemed so vivid just a few minutes ago. “I’m only trying to get by, is all,” the man continued, “and you look like the sort of guy who knows all about that. So what do you say? Keep waving that damn flashlight around, and things might get tense. Tense is bad. Dangerous even. I’d really be happier if we could cut a deal . . . you walk, keep your mouth shut, and I fill your pockets with good shit. Cash, nickel bags, eightballs . . . you’ll be a walking candy store.” “No,” Josh whispered after a long silence. “No, I just can’t. You understand don’t you? I don’t care who’s using me. But you have to let these kids go. We don’t have to fight, but I’ll make you let these kids go. Just leave now if you want. I’ll let you leave.” For the first time, Arkady looked deeply upset. Frightened, almost. “Can’t be done, Josh. I can’t run far enough to get away from him, and he’s far more punishing than your man in
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failed to stop it. Casting about desperately for a weapon, he set his eyes on one of the heavy braziers that gave off the reeking fumes. He seized one by its stand, sucking back the pain as the heat seared the flesh on his hands, biting through his callused fingers. Josh hoisted the brazier and flung it into the black nightmare that had been Arkady. A shower of burning embers cascaded over its form and lit up the room. As it screamed in agony, the shape collapsed upon itself, pouring back and outward in an effort to escape. Josh knew the thing would only be kept at bay for a few moments, and he searched the room with desperate eyes. In the midst of his panic, he found his salvation beneath one of the remaining braziers — a tarnished can of lighter fluid. Grinning fiercely, Josh snatched it up and popped the cap. Josh spurted stream after stream of fluid onto the churning mass of snapping, hissing creatures. The toppled brazier and its smoldering contents sparked the fuel, and it burst into roaring blue flame that voraciously stuck to the insects that were Arkady. Josh had nearly emptied the can, and threw it into the heart of the writhing mass. He watched as the fire consumed Arkady. Charred spiders fell to the floor, legs curled tightly in death. The few dark shapes that evaded the flames died under Josh’s feet, crackling wetly under his weight. He paced the edge of the fire to ensure that nothing escaped. The stench was horrific, sharp with an acidic bite. When the last of the vicious little things had died and the fire had burnt itself out, Josh fell to his knees, the polluted air tearing at his gasping lungs. Josh soon found the strength to rise to his feet and retrieved his flashlight. The windows were heavily boarded, but he clawed them off the frame and smashed out the glass. It opened onto a deserted street running on the opposite side of the building from the alley he had first entered. Whether or not the heavy who guarded the door was still around, he didn’t care. The warm night air was a welcome relief from the ghastly haze of Arkady’s nest. As Josh climbed out the window, he stole one last look back at the children. Not one of them had stirred, even when their captor was engulfed in a ball of flame.
Tucking his flashlight back under his jacket, he set off at a drunken jog, looking for a pay phone. The rest was up to the police now. Let them make what they would of the charred remain that had never really been a man.
Second Visitation: Answers and Acceptance “The Lord God said, Behold, the man is become as one of us, to know good and evil.” — Genesis 3:22 After a Sentinel-tobe has overcome his test (and hopefully survived whatever confrontation may have arisen), he receives another spiritual visitation by his Archangel. By this point, he should be a great deal more prepared to accept what is happening and to understand the responsibilities being entrusted to him. During the second visitation, the extent of the war, the existence of other Sentinels, and the nature of the Divinities are all explained. It is not uncommon for a chosen mortal to be upset, demanding explanations and reasons behind all the questions that have plagued humanity for centuries on end. The Angels are patient guides in their own ways, answering as many questions as are put forward. Most Chosen have difficulty accepting that they are just as valuable to the Kingdom of God, and as necessary to the war against darkness, as the supernatural beings to whom they are speaking. However, the Angels make it known, that without the Sentinels, the war would be over and Hell would prove victorious, leading to the breaking of the Seventh Seal.
“
I know this is all happening. I know it’s real. Believe me, the hard part is understanding why. I just don’t get any of it.” Josh was walking in a vision; pacing and waving his hands at the angelic presence that surrounded him, albeit without a visible manifestation. He knew that he was dreaming because he was standing comfortably in a hazy silver nothingness, and his hands didn’t show any signs of the aching blisters he had gained in his battle with Arkady.
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Why not some . . . pure believer?” The vision of the stars over the ocean vanished, and Josh found himself lost in a crowd, an endless press of men and women that surged in all directions. “Who is pure? Who is righteous? Who is true? No one. “Divorce the concepts of faith and purity from your mind. The human condition is an impure one by its very nature, and there are few more deluded and lost than they who believe themselves to have transcended it while still alive. Faith is trust, Joshua. It is acceptance. You do not arrive at faith — you must kindle it, and tend it, and let it grow with time. It is a process whereby you tear away the blinders of arrogance and presumption to discover how simple the gift of salvation truly is.” “Uh . . . okay. Even so, aren’t there better people . . .” “Better people for the task at hand? You and your brethren are the Chosen Elect, Joshua. You have the steel for the coming battle. You have the gift of inspiration and the courage to lead by example. You have everything needed to sustain you against the darkness, and those things that you do not have shall be learned in time. Many serve the Lord that do not love Him. Many more serve him that do not believe in Him. Service is but a first step to faith.” “So, someday I’ll get to find out what I’m missing? I’ll be given faith for what I’m doing?” “Faith isn’t given, Joshua. Hear my words. You will uncover your own faith because it is the one thing that can keep you human in the years to come. To serve in my order is to take a chalice of sorrows firmly in hand. At the end of all your pain and exhaustion, there is only one way out. One path to salvation. One road to peace. The Lord will not teach you to have faith in Him — you will teach yourself to have faith in the Lord.” Josh sighed, or dreamed that he did. The vision of the multitudes faded, and he was once again walking in a warm silver nothingness. “Okay, even if I did get all that loud and clear, which I don’t, what’s the game? You say there are more good angels than bad. You say that the Kingdom of God is greater than Satan’s big freak show. But you also say that there are creatures of Hell all over the place, interfering with the mortal world. And then you limit your intervention to . . . us. Chosen mortals or elect or whatever you call it. You send the B-squad up against the varsity. What gives?” “Forgive me for saying so, Joshua, but you have, in error, found the very reason for ‘what gives.’ You underestimate yourself, just as the Fallen One and his Legion underestimate you. They fear the Lord, yet they scorn His creations. To them, you are simply a commodity, a prize to be won. The Almighty sends a message with His Sentinels. He reminds the human and the inhuman alike that you are sufficient. That you are enough.” “So you’re saying that God has a sense of humor and we’re the punch-line?” “Of course the Almighty has a sense of humor, Joshua. Only the unholy and the self-righteous do not, and by that you may know them. You are the ultimate rebuke to the Sovereign of Hell. You, the very prize he covets, are the thing he need most fear.” Josh considered this for a long silent interval. At last he spoke again.
“I mean, why did you send me after that thing? You sent me after a demon with nothing but a flashlight! I’m glad I did it, but why didn’t you tell me to pack more heat?” “I never told you to take any weapon, Joshua,” came the voice of Michael. “The flashlight was your own improvisation, and it worked well. Thus is my point — you are the weapon. You and your kind. Human souls in human bodies, called to the service of Christ in the gravest hour. If you think too much of knives and guns and other tools, you think too small. None of those material things can avail you in the end.” “Hmmmph. I guess.” Josh was silent for a few moments. “That thing . . . it tried to bargain with me. It made me some offers, but it also told me some things. It said I was being used. It called me an errand boy. And while I hate to admit it, I wonder if it had a point. I’m just a man. You’re an angel. You can do thousands of things I can only dream of. So why am I the one on the street armed with a Maglite and a pack of cigarettes?” “A good question, Joshua. Its answer lies in the nature of this war.” “The war for the universe?” “No,” came Michael’s voice softly, “the war for you.” Josh found his dream-self floating above a night ocean, whitecaps breaking beneath a cloudless vault of sky. A million points of light turned in the heavens, razor-clear and beautiful. “Creation, vast as it is, great and beautiful as the Lord has made it, is just a stage. Creation is the battleground, not the objective. The objective resides within you, Joshua . . . you and every man and woman ever born. The soul. Every human contains a fragment of divinity, a measure of the very grace that shaped you. With every soul the Fallen One devours and absorbs into his own unclean spirit, his power waxes. Ambition has maddened him. He dreams of growing powerful enough on a feast of lost and sinful souls to challenge the Lord once more. “Yet the Legion cannot win, Joshua. Their pride has blinded them to the truth they once embraced, that the Almighty cannot be torn from His throne. They can, however, force Him to destroy the world that He has wrought, to end their power within it. That is what you and your brethren have been chosen to prevent. The Horns of Judgment will be the price of your failure. They will signal the victory of Our Lord’s eternal kingdom, but it will be a sad victory. Woe unto you that desire the day of the Lord. He has made this world a garden in which you may tend your souls and explore your faith. Your soul is a gift born of love, Joshua . . . and yet so greatly does He respect the free will which He has given you, that He shall see this world destroyed if Man’s iniquity so damns it.” “Hmmm. I think I get it. So . . . Satan is screwed either way, but he doesn’t care. And if he pushes far enough to start this cosmic endgame, God will stop him . . . but he has to shut the whole show down in order to do it.” “I admire your power of idiom, Joshua. You do understand the situation.” “Okay, fair enough, I guess. But still . . . why us? Why any of us? And more importantly, why me in particular? I hate religion. I hate church. I don’t want to be celibate. I drink and smoke and swear. I have every Judas Priest album.
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awakened by a drug-induced high. His pulse was steady and he felt sleep clawing at him once again. “What now?” he sighed.
“So now what?” “You tell me. You understand the responsibility and the price of failure. You’ve asked your questions, and you’ve had a taste of what you’re up against. You decide with both eyes open: ‘yes’ or ‘no’.” Josh turned the matter over in his mind for barely a second. “I know I’m gonna regret this. But you’re crazy if you think I’d say no. After what I saw in that old building, I don’t think I’ll ever be able to sleep again if I don’t do anything about it. So, yeah, my eyes are open.” Josh gazed at the blistered hands. Forever scarred. “The answer is yes.” “Welcome to my Order, Joshua Cable. You question your own worth, you confess to being frightened and confused, and still you take your place without hesitation. Might this not suggest that I’ve been right about you all along?” Josh grinned within the dream. “Are you telling me not to bet against the house, Michael?” “I’m telling you about trust, Joshua. Perhaps some day you might even listen.”
It is the Sentinel sight, whispered a familiar voice inside his mind, the first of many gifts which you must learn and master. With it, you may discern light from darkness, and you may glimpse hidden things, such as the mark upon your right hand. Josh held his right hand up and examined it. An intricate design was visible in the palm, glowing softly amber as though a light were set beneath the skin. It faintly resembled a sword or cross, and he felt an inner resolve as he looked at it, like some threshold had been crossed. By this mark you may know your true brethren, the voice continued, and by the mark of the Beast you may know those in the service of the Legion. Josh stared at the supernatural brand for a long moment, then yawned and extricated himself from his sheets. Scratching his chest, he went hunting for clothes that could pass as clean. While searching, he found a manila envelope tucked under his door. He tore it open gracelessly and unfolded the papers within. “An eviction notice? What the hell is this?”
Investment: The Touch of Heaven’s Service “Am I God, to kill and to make alive?” — II Kings 5:7 Once a Sentinel awakens from the second visitation and accepts his charge, he is invested with his Celestial Blessing and the Divinities of one of the seven Archangels that guide and watch over the Sentinels. In the process, he also receives the Sphragis, a supernatural symbol that appears on the palm of the right hand. The Sphragis burns with a pale luminescence visible to any other Sentinel upon sight, but cannot be seen by ordinary humans. Supernatural beings can see the Sphragis, but only under certain conditions (by the spending of Taint points for Demons, but more on that later). The Sphragis has a different appearance depending on which Celestial Order that the Sentinel belongs: Michael’s appears as a sword, Gabriel’s a horn, Raphael’s a hand and Uriel’s a flame, Jeremiel’s an eye, Raguel’s a globe and Suriel’s a scythe. The Sphragis gives Sentinels some measure of security, and it makes infiltrating the ranks of God’s Chosen all but impossible. Even Sentinels that forsake their duties, and refuse to participate in the war, know that infernal forces actively hunt for those blessed with the Sphragis. It matters not whether the Sentinel’s bring the fight to the Legion or the Legion brings the fight to them.
J
osh awoke to discover that he was sprawled on the hardwood floor. He was a good three feet off to the left of his sleeping mat. His sheets were tangled around his legs in a labyrinthine knot. The warm air of the summer afternoon wafted in through his open window. He wouldn’t need more duct tape. The familiar sounds of traffic rose from the street that lay six stories below his apartment. Everything around him was in focus, from the motes of dust drifting in sunlight to the grain of wood in his walls and ceiling. The world seemed strangely bright and alive, as though he were
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The agencies and trappings of society are the Legion’s ally, not yours. These small indignities amuse them greatly. Josh stared at the papers in his hand for a few moments before a sinking cold knot formed in the pit of his stomach. “They already know who I am . . . and where I live. I have to get out of here!” Leave the city. Destroy those personal things you cannot take. At twilight, the real danger begins. “I have enough cash to get a bus,” he whispered, regretting his decision to skip work and drink away his night’s prize. He hastily shoved some crumpled clothes, a watch, his wallet, and address book into his green canvas backpack. You will dream of other Sentinels. They will dream of you. In time, you will find one another. Josh finished stuffing his pack with everything that struck him as useful. He threw his jacket on and slung his battered old bass guitar over his shoulder like a rifle. Amps were amps, he rationalized, but he couldn’t just leave the axe. He reached for the half-empty pack of cigarettes on his card table, but his hand paused in midair. As Josh imagined the familiar sensation of smoke tumbling down his throat, he couldn’t prevent himself from remembering the narcotic smoke that burned to keep the children placid in the demon’s nest, and the oily blackness that had boiled off the burning creature called Arkady. His tongue went dry and a cigarette was suddenly the last thing he wanted. “Hell of a way to quit,” he mumbled as he tossed the pack into the corner near the window.
Sentinels call their small bands Tsaba, a term derived from the Hebrew word for army. Just as Sentinels are called to their destiny by a higher power, they are drawn together in the same manner, like moths to a flame. Following their dreams, small groups of Sentinels will eventually arrive in the same place and recognize one another as though they have met before in some half-forgotten memory. Some Sentinels join their Tsaba shortly after the Anointing, while others may take weeks or months of visions and searching. Tsaba are flexible groups, generally consisting of three to six Sentinels, but cells of lesser or greater numbers are known to exist. They keep their numbers small enough to hide swiftly and move easily, but powerful enough to face almost any agent of the Legion by force of combined arms. Each Tsaba is usually a balanced group representing as many of the seven Celestial Orders as possible, but there are exceptions. The construction of Tsaba is just as mysterious and just as purposeful as the selection of Sentinels. The personalities within a Tsaba are by no means guaranteed to meld harmoniously from the very first meeting. Sentinels are people from all walks of life; harboring deep secrets and prejudices, unsure of what awaits them as they develop their powers and explore their faith. It often takes time and the catalyst of shared danger to break down the walls between Sentinels and turn hostility into alliances, and alliances into friendship.
Josh walked to the door of his tiny apartment, gazing around and thinking of the life he was abandoning. The Sphragis beneath the skin of his hand pulsed with a gentle warmth. He balled his right hand into a fist, suddenly overcome with emotion. He sensed that Michael was gone. None of his old friends would understand his situation. The only people who could help were strangers, just like him, somewhere out there, in the world, waiting for their dreams to guide them. Then, almost despite himself, Josh slowly realized that there was indeed someone who could understand his troubles. With his eyes closed and his hand against the wall, Josh Cable began to pray, hesitantly but sincerely, for the first time in his life.
Destiny and Danger: Life as a Sentinel “Do not take away my soul along with sinners, my life with bloodthirsty men, in whose hands are wicked schemes, whose right hands are full of bribes. But I lead a blameless life; redeem me and be merciful to me. My feet stand on level ground; in the great assembly I will praise the Lord.” — Psalms 26:9-12 There is no more dangerous time to be a Sentinel than in the immediate wake of the Anointing. The Chosen are quickly tracked by the forces of darkness, thanks in no small measure to the aura of divine power that now radiates from them. New Sentinels are rapidly cast out of their former lives — their bank accounts are closed within weeks, their credit cards are canceled, their legitimate identities are discredited and destroyed. By day, they find themselves watched. By night, they find themselves hunted. The Legion does whatever it can to hinder the previous life of the Sentinel and start to plant seeds of doubt and dissension among those who were once called friends. New Sentinels are typically confused, struggling to master their newfound supernatural gifts. They are driven by visions of other Sentinels, the brothers and sisters in arms to whom they are destined to join forces. At this point, the wisest thing any Sentinel can do is attempt to disappear into the world, to escape from his old identity and old habits, to seek out the other Sentinels in his visions, develop his powers, and resurface as part of a team. For the Sentinels, the war against darkness could best be called a guerrilla war — a war of movement, uncertainty, and sudden action in unlikely places.
Fellowship Sentinels are driven to work together, and even the most antisocial among their ranks soon learn to be grateful for the aid and friendship of other Sentinels. Without support, a lone Sentinel, no matter how mighty, is easy prey for his own doubts, fears, and iniquities. The revelations granted to Sentinels are difficult to bear, and the power of the Legion is terrifying to face. While the powers of Hell are fiercely competitive and individualistic, the agents of God must band together if they are to survive and succeed.
Gifts of the Archangels Sentinels wield three supernatural blessings in the fight against the Legion. These gifts enhance the human body and spirit, countering the unholy powers that the Legion freely bestows upon its servants. Nonetheless, these gifts are not to be used or treated lightly. There is a great responsibility that comes with the investment of divine power in a mortal, and a Sentinel must never forget that his arts are extensions of faith, fidelity and courage rather than a replacement for those qualities. The first gift of the Sentinel’s Archangel is a Blessing, a specific ability that becomes second nature to the Sentinel based on his Order. They allow a representation of the power of the Archangel to manifest through the Sentinel, and aid the Chosen in his struggles on a daily basis. The second gift is Grace, the thread of divine energy flowing through the body and soul of every living thing within God’s creation. While all beings of solid moral fiber have Grace, Sentinels gain the ability to consciously use that energy. Sentinels may call upon this power within themselves, using it in times of need to accomplish incredible feats. The third and most outwardly powerful gifts of the Archangels are the Divinities, supernatural arts that Sentinels learn to use and practice. Divinities are extensions of holy authority, giving a Sentinel the power to rebuke the unrighteous, turn back the assault of demonic powers, and quest for knowledge beyond the ordinary limits of the human senses.
Prophetic Revelations Like a deep-rooted cancer, the Legion’s schemes and agencies have taken hold just beneath the everyday surface of human life. Demons and Demonic Servants move freely upon the earth, and their power has been gathered over centuries of cunning
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and deceit. This power must be confronted piece by piece, shaken apart plot by plot, to give the true word of Christ’s salvation time to find a firmer place in the human heart. The key to victory for the Sentinels lies not in the destruction of the infernal Legion (for they cannot truly be destroyed, save by a final and terrible act of God). It is their unholy plan that must be disrupted, for without it they can rule nothing but their own hate-blackened realm. Prevention of evil is just as vital as its active destruction, since if evil is denied a place to rest and plant seeds, it inevitably facilitates its own demise. The Sentinels require guidance from above to find their targets, and this guidance comes in the form of Prophetic Revelations. These are visions, revealing to them another facet of the Legion’s power on earth, another challenge that must be met in the service of God. It is these revelations that turn scattered bands of frightened men and women into an army of light, directing their assault on the bloated might of Satan’s minions.
war is raging elsewhere, and that the agents of darkness are growing, recruiting, and strengthening their forces. The Legion may delight in toying with God’s servants and visiting indignities upon them, but it never slackens its hunt for the soldiers of light and it never forgives their interference in its plans. For the Sentinels, surrender means death (if not something unimaginably worse). Remorseless, merciless, and with an infinite taste for carnage, the Legion never tires of its war against the Heavenly authority. There are three aspects to this war. Three ultimate responsibilities that are borne by the Chosen Elect: the Earth, the Spirit and the Self. Each is vital to the frustration of Satan’s ambition.
THE WAR FOR THE EARTH “Who laid the corner stone thereof?” — Job 38:6
Responsibilities: The Nature of the War “The fathers shall not die for the children, neither shall the children die for the fathers, but every man shall die for his own sin.” — II Chronicles 25:4 Sentinels must never forget that they are soldiers, living on the front lines of a war for the destiny of God’s creation. Even in moments of relative peace and quiet, they must remember that the
Sentinels are warriors in the service of righteousness, fated to battle the physical manifestations of the Demonic Legion and its mortal agents. Adversary by adversary, plot by plot, revelation by revelation, the Sentinels are charged with hunting and destroying the work of the Legion on earth. Physical confrontation with the forces of darkness is inevitable, due to their eager willingness to interfere on the mortal plane. Though taking form in flesh gives the infernal great power to guide events on earth, it also makes them vulnerable to direct attack.
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THE WAR FOR THE SPIRIT “The spirit of the Lord will come upon thee.” — I Samuel 10:6 The Sentinels are also messengers, not only charged with restoring hope to those who have none, but with giving pause to those who arrogantly assume that the powers of light are aloof. One major difference between the agents of God and the agents of Hell is that the latter have no fundamental respect for humanity, seeing mortal men and women as nothing more than vessels for the souls they covet. They may admire the malice and cruelty humans invent of their own volition, but this admiration is akin to a feeling of amusement reserved for a pet that performs tricks. The Legion does not expect genuine trouble from mortals, and thus is doubly rebuked when mortals defeat its plans. Although the Legion rightly fears the Almighty, the Sentinels have been invested to teach the Legion that any child of God is worthy of fear. Sentinels thus have the power to sway the hearts and minds of regular people, and stemming the ability for the Legion to grow in power and penetrate the Souls of God’s children. THE WAR FOR THE SELF “Thou wilt not leave my soul in Hell; neither wilt Thou suffer Thine Holy One to see corruption.” — Psalms 16:10 Lastly, but no less importantly, the journey of each Sentinel is a journey toward self-understanding and the rediscovery of faith. It is not by coincidence that the Sentinels are a troubled and uncertain lot, and their greatest test lies in overcoming their own doubts and darker natures. The only way to stay sane in the face of constant infernal revelations and conflict is to cling tightly to that which is human within them, to define and develop it, and to learn to trust in their relationship with God. Every Sentinel walks a different path on this lifelong journey, and even though they are armed with the certainty that they serve God’s Kingdom, it is no easy task.
The Price of Divinity “Arise, anoint him; for this is he.” — I Samuel 16:12 The life of a Sentinel is a harrowing one, offering few of the comforts remembered from life before the Anointing. Though service to God carries with it a deep and solemn satisfaction of its own, it is human nature to sometimes regret the pleasures forsaken for His cause. Sentinels are both predators and prey, constantly hunted by the forces they oppose. They must adopt false identities and discard them with regularity, moving quickly and quietly, avoiding routines and habits that could invite discovery. When Sentinels strike they must do so with overwhelming force, and then fade back into the shadows before reprisal can be taken. Lasting friendships outside the ranks of the Sentinels are extremely difficult at best, since anyone valued by a Sentinel can be used by the Legion to gain power over him. Those few who sincerely join and aid the Sentinels in their battles put themselves in grave danger, and are often quickly disposed of by the Legion when uncovered.
A Sentinel must learn to live with the constant presence of death and misery in his life, as he confronts the depredations of the Legion firsthand. Time and time again, each Sentinel will be called upon to take deadly risks . . . and not all of them are fated to survive.
The Alliance of Light “Thy kingdom is an everlasting kingdom, and thy dominion endureth throughout all generations. The LORD upholdeth all that fall, and raiseth up all those that be bowed down.” — Psalms 145:13-14 Although the Kingdom of Heaven is loath to interfere in the mundane world and prefers to place its trust in its chosen mortals, the Sentinels are not entirely without aid and guidance from sources beyond their seven Orders.
The Archangels Most powerful of all God’s servants are his Angels, beings of pure spirit that defend the ramparts of the heavenly kingdom and carry the word of the Lord to those mortals who will hear it. The angelic presence is revealed throughout the Bible and in the other records of human history stretching back to the dawn of man. Angels have presented humans with gifts of knowledge and prophecy, heralded great events such as the birth of the Christ child, and carried the wrath of the Lord to nations of the ungodly and the unrepentant. Satan and the Fallen host were once among such loyal ranks, before pride blinded them and kindled the poisonous seeds of ambition in their hearts. Now angel makes war against angel, out in the far marches of the sky and within the very threads that bind the universe together. The Sentinels may even come face to face with rebel angels in battle, though the Fallen hate to place themselves in corporeal forms (what with all of its vulnerabilities). This is precisely why the Archangels that guide the Sentinels remain incorporeal. Their duty is not to do battle on earth, but rather to guide and support the Sentinels whose place is on earth. Although only four Archangels have taken an open hand in the conflict so far, there are many more such beings in the service of the Lord, and it may well be that the Kingdom of God has other plans that will unfold as the conflict nears its climax.
The Martyrs “They hunt our steps, that we cannot go in our streets: our end is near, our days are fulfilled.” — Lamentations 4:18 The Martyrs are the restless spirits of those who held faithfully to their belief in Jesus Christ and were murdered for it. Though most passed willingly into the Kingdom of God after death, some remained so agitated and driven by the crusades initiated on earth that they couldn’t allow themselves to seek the solace of heavenly reward. For centuries, the ghosts of the Martyrs have served the Kingdom of God. These same righteous spirits are used to deliver messages to the faithful and keep a watchful eye on the actions of the Legion.
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Not every Sentinel meets one of these spirits, but quite a few find themselves being guided by a Martyr from time to time, especially in the days immediately following their Anointing. Though few in number and unable to affect the physical world, the Martyrs are beings of astonishing determination, willing to turn their backs on eternal paradise for the chance to continue fighting for the souls of the living.
Good and Few “Blessed is the man whose strength is in Thee.” — Psalms 84:5 There are thousands of religious movements and splinter factions across the world, and a disturbing number of them were either founded or corrupted at some point in their history by agents of the Legion. The genuine message of God’s love and salvation is disarmingly simple, and the infernal powers have spent thousands of years confusing the issue by appealing to humanity’s love of argument, dogma, and division. Thus it is that millions argue about trivialities such as beard length, diet, and scriptural interpretations while thousands more die each day and find their souls in the clutches of the Legion. Nonetheless, even a blighted garden occasionally brings forth good fruit, and across the world there are still men and women of faith who are aware that there is something deeply wrong with the world (though they can’t detect the supernatural presence of the Legion like the Chosen Elect). Despite this, such people tend to interfere with the Legion’s plans on a regular basis and, as a result, may even come into direct contact with Sentinels. More rare still are those humans already aware of the Legion and its activities, though their limited ability to pierce demonic illusions often leaves them sorely misinformed as to what they are observing. Typically derided by society and living paranoid lives, these people may become willing (if somewhat unreliable) allies for the Sentinels and Tsabas. The aid of ordinary men and women is a mixed blessing at best, placing those who help the Sentinels in terrible danger and generally complicating the Sentinels’ activities. Despite this, the fact that there are still such people willing to risk their lives and souls for the Lord’s cause is a sign that all is not lost.
Mysterious Others “He hideth His face, who then can behold Him?” — Job 34:29 Sentinels have, on occasion, crossed paths with forces unknown to them that do not seem to be connected with either the Legion or the forces of the Kingdom of God. Reports have spread of mysterious “agencies” or “brotherhoods” appearing at critical times to aid a group of Sentinels in need and then vanishing just as swiftly. There are still more rumors of Sentinels kidnapped, misled, or manipulated under similar circumstances The fact that Sentinels are able to evade almost any mundane human agency by supernatural means makes these reports all the more disturbing. Are there supernatural powers walking a middle ground between the two warring celestial kingdoms, pursuing their own agenda? It seems impossible that any such power could
conceal itself from the scrutiny of the Lord and His angelic host, leading some Sentinels to believe that they are being deliberately kept in the dark; is this another subtly unfolding plan of the Kingdom of God?
The Legion of Darkness “O shame to men! Devil with devil damned Firm concord holds; men only disagree Of creatures rational, though under hope Of heavenly grace, and, God proclaiming peace, Yet live in hatred, enmity, and strife Among themselves, and levy cruel wars Wasting the earth, each other to destroy: As if (which might induce us to accord) Man had not hellish foes enow besides, That day and night for his destruction wait!” — John Milton, Paradise Lost, Book II The Hierarchy of Hell, born in misery and fire at the center of Satan’s infernal realm, stretches forth its power to claim the willing allegiance of countless men and women upon the earth. In the critical years of the New Millennium, the Legion’s worldly strength far outstrips that remaining to the Kingdom of God. Up from nothing, the Fallen Angels and their Demonic consorts have waged patient war across thousands of years, biding their time and sustaining their defeats. Now the endgame draws near.
The Fallen One “The words of his mouth were smoother than butter, but war was in his heart.” — Psalms 55:21 Enthroned in Hell by strength of will and peerless audacity, Satan is the absolute ruler of the Legion, the architect of the world’s torments, the most accomplished manipulator of humanity’s base nature that has ever existed. Once exalted above all other angels as Lucifer, the Light-Bearer, most beautiful Angel of Heaven, he now plots his return to the Kingdom of the Lord, a return that will be accomplished by force of arms. His host of rebel angels craves the power necessary for this final assault upon the Heavenly authority, and Satan knows that it lies within human souls. Since the very day he and his brethren fell from grace and first felt the dust of the physical world beneath their feet, he has contrived to steal souls from the path of righteousness. Satan is the most dangerous being in the infernal hierarchy, a fallen Seraphim bloated with the power of countless souls and spirits consumed over the millennia. Little is known outside the cloisters of Hell concerning his habits, but the Sentinels believe he prefers to remain in Hell, inviolate against the forces of light, coordinating his Legion and counting his gains from afar. Satan sits at the center of a web of plots and counter-plots, restlessly hungry, burning with infinite malice. Every Sentinel dreads the thought that he might one day choose to break his habits and take a corporeal shape to wreak greater havoc in the world.
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The False Prophet: Antichrist “This calls for wisdom. If anyone has insight, let him calculate the number of the beast, for it is man’s number. His number is 666.” — Revelations 13:18 Central to the Legion’s plan is the prophesied Antichrist, a chosen mortal invested with demonic powers in a blasphemous parody of Christ’s Incarnation. It is written in the Bible as well as in the apocrypha of a thousand seers and madmen that the Antichrist will be the architect of the end times, a Prince of Darkness upon the earth in its last days. According to prevailing interpretations of prophecy, the Antichrist will be sired upon a mortal woman by Satan himself, and trained from childhood in the arts of war, cruelty, leadership, and deceit. Demi-angelic, this being will use his supernatural gifts to sway and comfort the mortal masses, appearing at first to offer them a respite from the dangerous, uncertain world they have shaped for themselves. Thus has he been proclaimed the False Prophet. Only later will his true nature be revealed, when he has gathered the power to subjugate nations and rule unchallenged. Once the Antichrist is loosed upon the earth, precious little time will remain for the Sentinels to stem the tide of Satan’s power. In fact, once the False Prophet is born to flesh, some fear that it may be impossible to prevent his rise to dominion. Men have always been quick to proclaim any unusually cruel or powerful ruler the “Antichrist,” from the time of the decadent Roman Emperors to the genocidal dictators of the twentieth century. Despite the bloody trail of sin and dishonor such people have carved across history, their own crimes are the merest foretaste of what awaits when the true Antichrist takes his throne.
Fallen: The Rebel Angels “Take heed to yourselves, that your heart be not deceived.” — Deuteronomy 11:16 According to the lore passed down from Biblical times, onethird of the angelic host sided with Lucifer in his rebellion against
God and was cast down with him. Since the time of the Fall, these rebel angels have called themselves Fallen, and they form the upper crust of the Legion’s Hierarchy. The most powerful Fallen of all is Satan himself. Fallen are a diverse array of cruel, subtle beings displaying a wide range of abilities. Most interestingly, their strength is not fixed. Fallen may rise and fall within the Legion’s hierarchy as a result of the success or failure of their individual schemes. Not only are Fallen subject to the authority and punishment of their superiors, it is thought that they are actively in hateful competition against one another, stealing souls, power, and followers whenever possible. It is a testament to the sheer scale of the Legion’s might that it survives despite this constant infighting. Hell is a place of endless factions, backstabbing, politics, and temporary alliances. There is no love lost between the Fallen — the only thing that unites them is their hunger to storm the ramparts of Heaven and feel the grace of the Heavenly presence once again, even if they must feel it as despoilers and usurpers. Fallen are capable of taking physical form to guide events on earth, and indeed they often do. These beings are among the most dangerous adversaries the Sentinels will ever face on earth.
The Nephilim and Lesser Demons The sheer variety of unclean spirits serving beneath the Fallen in the Legion’s ranks defies description, but several general orders may be drawn across the army of the Damned. Second only in prestige to the Fallen (and, indeed, surpassing many of the rebel angels in power and authority) are the Nephilim, a legendary group of beings supposedly born of ancient unions between mortals and Fallen. The greatest of the Nephilim is thought to be Tiamat, the “Whore of Babylon,” a spirit of seduction and perversion unmatched in the infernal hierarchy. Little practical knowledge of this creature is available, but it is prophesied that the “Whore of Babylon” will play an instrumental part in the rise of the Antichrist and the battle for the last days. Beneath the Nephilim are Demonic entities ranging from the cunning to the nearly feral, all of them bound together in fear of the Fallen. These deadly beings are often used as messengers and servants, interceding between the human agents of the Legion and their masters in Hell. These creatures have a thousand names and a thousand aspects in every corner of the world, be they the
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Daimons of Greece, Tikoloshe of South Africa, Rakshasas of India, Gui of China, Tengu of Japan, or the Vrudlak of Eastern Europe. It is even thought by some that the souls of willing mortals may become Demonic spirits after death, swelling the ranks of this horde with each passing day.
The Marked: Mortal Agents and Willing Pawns “They are wise to do evil, but to do good they have no knowledge.” — Jeremiah 4:22 Despite the fearsome aspect of creatures like the Fallen and Nephilim, the most common threat faced by the Sentinels is that posed by ordinary men and women. The Legion commands the willing loyalty of countless people in every nation on earth, and the extent of its power base is truly breathtaking. From the corporations that set global financial policy to the clandestine government agencies that move beyond the law, the Legion draws whatever it needs. Doctors, lawyers, police officers, politicians, and church officials are in its service, as are military leaders, soldiers of fortune, murderers, and the underbelly of society. No aspect of mortal life is too small to go untouched by the Legion — everything appeals to them, and everything is useful in its own fashion. The favored agents of the Legion enjoy every possible worldly pleasure in comfort and security undreamed of by kings of old. In fact, worldly pleasure is the cornerstone of the Legion’s might on earth. It is difficult for Sentinels to understand how so many of their fellow human beings can so willingly serve such an avowedly malicious force, but it’s all too easy to forget how practiced the Legion is in the fine art of deceit. The Legion searches for those who have a chip on their shoulder — the outcast, the downtrodden, the shunned and the marginalized. It earns the undying loyalty of these people by fulfilling their fantasies, giving them wealth and authority beyond that of those who once looked down upon them. The Legion makes itself the friend of the friendless, driving them away from contemplation of spiritual matters with the constant distraction of worldly comfort. It keeps the powerful in the manner to which they are accustomed, and in return it asks for favors and special considerations. Part of the Legion’s strength is nothing more than a network of greed and obligation on a global scale. While most of those serving the Legion have little clue as to the nature of their masters, there are still thousands more that willingly serve the forces of Hell by name, and proudly bear the Mark of the Beast, an infernal counterpart to the Sphragis. The Mark is placed on the hand or forehead of such a servant, and is said to be the number of the Beast-666 in the vile script of the Fallen. The Marked often do not enjoy supernatural powers, but they have all the wealth, power, and social connections denied to the Sentinels. The Marked live outside the law, taking what they will and enjoying what they please. Some are even granted authority over minor Demonic minions as a reward for great accomplishments. The Marked may be mortal, but their power is undeniable. The Marked have countless reasons for serving the Legion as they do. Some believe what they have been told, that there is no Heaven or Hell, and that there is nothing to lose in serving the side
that offers the greatest reward. Some are passionate philosophers, convinced that God is unjust, and that the fallen angels are liberators rather than destroyers. Some are completely insane, aiding darkness for their own unfathomable reasons. Whether they are opportunists, thinkers, rebels, materialists, or madmen, the Marked live in awe of the rewards that are granted for success. Likewise, they alone among the Legion’s mortal servants know the punishments that await those who fail in the tasks set to them. So long as their chosen ones are producing results, the Legion is the most generous of patrons. It deals harshly with failure because there are always more agents waiting for an opportunity to prove themselves. In the eyes of the Marked, the Legion is just and fair in its judgments, and most of them happily accept the risks of failure. After all, the benefits of success are all too tangible. The hierarchy of the Marked is a competitive fraternity that mirrors the shifting politics of its masters in Hell. Indeed, some factions of the Marked carry on the battles that begin in Hell, betraying and combating one another for the amusement of their respective Fallen patrons. The society of the Marked breeds callous, greedy, cunning individuals willing to do anything to please their masters and increase their own worldly holdings. They are all too eager to find and destroy the Sentinels wherever they may hide, and it is their devotion more than anything else that makes life so deadly for the chosen servants of God.
The New Millennium “Behold, the day cometh, that shall burn like an oven; and all proud, yea, and all that do wickedly, shall be stubble.” — Malachi 4:1 It is a cynical and dangerous age. An age of quiet despair. An age that is the nexus of portents and prophecies. The New Millennium, the early years of the twenty-first century, is the default setting for The Seventh Seal. The Legion is determined to carry out the last phase of its war against the Kingdom of God, and its power has never been stronger. In the industrialized world, it encourages the development of technology, medical science, and easy leisure. In the developing world, it creates misery and famine, subjugating vast populations with the tyranny of their own unbearable lives. Misery and indifference are the twin pillars of the Satanic plan, each equally useful for turning the thoughts of men and women away from the contemplation of God and His promise.
A Time of Uncertainty “Is the Lord among us, or not?” — Exodus 17:7 Although the Legion’s true nature is revealed to its Marked servants, it nonetheless chooses to remain relatively quiet, working unseen and hiding its presence from the majority of humanity. Its position is not so strong that it will purposely risk detection and interference from ordinary mortals, for all the meager effect such interference would have. Despite their hunger and audacity, the powers of Hell have spent millennia preparing for this time, and they have no desire to risk anything unnecessarily. Although the presence of the Legion leaves its own
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evidence, it is subtle, easily dismissed as the natural elements of a worldly age. It is malaise and thoughtlessness, greed and materialism, self-righteous indifference and casual negativity. Where the Legion passes, its stirs the negative emotions of humanity, feeding off of them like leeches. The Legion acts like a flame beneath humanity’s already considerable darker passions, awakening them and bringing them to a boil. The War between the Sentinels and the Legion is a secret war — the Sentinels cannot afford to reveal themselves too often to the Legion’s agents, and the Legion cannot yet afford to reveal the truth of its presence on earth. If ever the Antichrist rises to his throne, this will change . . . and the Legion may conduct its war against the soldiers of God with wild, thoughtless abandon. For the time being, the fact that the war remains unseen is to the advantage of the Sentinels. The fact that the Legion must protect its own illusions gives the Sentinels time to maneuver, escape, hide, and strike again. As the conflict escalates and the Antichrist threatens to come to power, the tone and nature of the evolving Crusade may change.
A Time of International Concerns “He that troubleth his own house shall inherit the wind.” — Proverbs 15:17 The United Nations, though derided as a paper tiger of an organization, is merely the most obvious artifact of the global culture that has grown since the end of the Second World War. Easy travel, cheap communications, and increasing commercial ties have knit the peoples of the world
together as never before. The battle between the Sentinels and the Legion reflects this aspect of the New Millennium — it takes place anywhere and everywhere. From the dusty crypts of Jerusalem and Baghdad to the brown-aired streets of Djakarta, from the corridors of power in Washington, D.C. to the medieval churches of France and Germany, the Sentinels are involved in a border-crossing, continent-hopping war of epic proportions. They must evade the mortal agents of the Legion and travel by land, sea, and water, chasing the burning memories of Prophetic Revelations toward confrontations with the Fallen and their ancient schemes.
A Time of Spiritual Crisis “Alas, who shall live when God doeth this!” — Numbers 24:23 The world of the New Millennium is our own world, with all of its faults and wonders, save that a monstrous power waits behind the walls of our own ignorance, and a small band of Chosen men and women races against time to defeat it. It is a world in which high technology may aid the Sentinels in their battles, but cannot aid them in the most important battle of all — the battle for faith and the eternal soul. It is a world that hangs in the balance, in the last few twilight years before the seventh and final Seal of Biblical Revelation is torn open, dooming the earth and everything on it. It is a world that will test the Sentinels to the very depths of their souls, but it is a world that needs their ragged flame of hope more than it has ever needed anything before. The destiny of God’s creation rests in their hands.
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The Testaments of Zarahaim “The wicked is snared by the transgression of his lips.” — Proverbs 12:13
The Fall “How art thou fallen from Heaven, O Lucifer, son of the morning! How art thou cut down to the ground, which didst weaken the nations! For thou hast said in thine heart, I will ascend into heaven, I will exalt my throne above the stars of God: I will sit also upon the mount of the congregation, in the sides of the north: I will ascend above the heights of the clouds; I will be like the Most High. Yet thou shalt be brought down to hell, to the sides of the pit.” — Isaiah 14:12-15 “Write well these words, little Spaniard. I shall speak them slowly, but once. Only ever once. “I am Zarahaim, once exalted among the ranks of the Heavenly Host, now cast down from grace. For a time, I did service to the Prince of Hell and shared all of his losses and gains. I am of late discharged from his service for reasons best not discussed. Suffice to say that in the wars of mortal kings, there are those that stand aside from battle and walk the place between the striving factions. Am I something like that? It is perhaps the closest thing to the truth. “As to why I speak of these things to one such as you, I bid you to a fine feast of doubts and questions. My motives are mine own. Perhaps it amuses me to speak truths where holy books only provide lies. Perhaps I never left the service of Hell in the first place. By revealing no intent, I preserve my innocence to the conflict. And that, though naught else be certain, amuses me. So, in the beginning . . .
“It was much as written. The Angelic Host was a chorus to the Almighty, a meager candle to the burning star that was Him. Would that I could forget that time before time, but my memory was made perfect by my creator. Neither loyal Angel nor rebel Angel can let forgetfulness wash away the regrets of the past. We do envy you that fading recollection you so bewail. Time is kind to your mistakes and softens the grief that comes with sin. “We stood upon the ramparts of His kingdom and watched as He divided darkness from light, and fixed the forms of all things, and set the spheres of the universe in motion. Where the Lord placed His hands grew seas and mountains, and all the stars in the vaults of the sky, and all the dust that sleeps in the deepest places of the earth. It was then that our life of contemplation ended, and our life of service began, for He set us a charge to watch and tend the newborn realms of creation. “Thus we flitted to and fro, His little servants of pure spirit, so grim and solemn in our tasks. Aye, even we were young once, young in temper if not in body. We treated everything with such gravity as makes me cringe to recall. We knew not how purely we were loved, and so set out to prove ourselves. Perhaps this was the beginning of our troubles. “At the heart of creation was the crown of its grandeur, the Garden of Paradise wherein all life was born and unleashed in a vivid tangle of beauty. There the Lord placed His greatest and most subtle artifice of all — Adam, the father of all men. You know the rest, of course. I know that when you sleep you can feel within you that tiny place beneath your lowest rib, where once a lost brother lay. I digress, however — as you are a man of the cloth, you no doubt know precious little about what you got in trade. “For a time, all was good. But we would not be speaking here had that goodness prevailed.”
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The Rise of the Rebel Host
The Serpent Among Men
“Ye have been rebellious against the Lord from the day I knew you.”
“Now the serpent was more subtle than any beast of the field which the LORD God had made. And he said unto the woman, Yea, hath God said, Ye shall not eat of every tree of the garden? And the woman said unto the serpent, We may eat of the fruit of the trees of the garden: But of the fruit of the tree which is in the midst of the garden, God hath said, Ye shall not eat of it, neither shall ye touch it, lest ye die. And the serpent said unto the woman, Ye shall not surely die: For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods, knowing good and evil.”
— Deuteronomy 9:24 “The father and mother of men had no idea what was happening then, in the highest Kingdom of God, far removed from their earthly Eden. In truth, even I cannot say with any certainty why it happened, and I was there with bloody wings. Lucifer’s revolt. What shadow in our heart turned the very brightest of us, the very paramount of all the Host, upon the Lord who loved him? Some say it was ambition, and I grant that Lucifer was ambitious, though he was not then half so choked with its poison as he is now. Some say envy, and mayhap he did covet certain gifts given to man. Whatever the cause, Lucifer rose in mutiny, and for a hundred different foolish reasons some of us rose with him. As for my own grievance, well, let us say that I thought myself right . . . at the time, at least. “It was an exciting thing, at first, albeit full of uncertainty. We knew not what we did, and it was not until first opposed that we began to slay our celestial brothers. They wished us no harm, but in that clear and terrible moment disaster gained a will of its own. Blood cried out for blood, and all the kingdom was filled with the sound of wings at war. It was madness. Lucifer, sixwinged Seraphim of the morning star bore straight for the throne of the Almighty. Lucifer’s silent brethren waited beside that throne, unmoving, playing no part in the battle. It fell to Michael, Angel of a lowly chorus, not half so bright or wise as Lucifer, to break our vanguard. “And that he did, when the carnage was at its height, when half the rebel host lay slain or broken, awash on all sides in a sea of loyal Angels. Michael took the van, with Gabriel at his back, and tore the sword from Lucifer’s hand, and for his valor was nearly destroyed. Yet so tired was Lucifer from his exertions, and so greatly did he overreach his own strength, that Michael broke him there, raising him high and dashing him down to shatter his wings. The rest of us let fall our swords. We felt terror at the cold gaze of judgment in the eyes of our loyal brothers. “Michael, grave and sorrowful, bore helpless Lucifer to the wall of God’s Kingdom and hurled him from the rampart. There he stood and watched while loyal hands seized us all in turn, and one by one our disgraced Thrones and Powers, our craven Cherubs and Dominions were cast into the darkness between Heaven and earth. I was among the last, and I saw tears in the eyes of those that bore me, but never once did they slacken their grip ’til I was headlong thrown into shame. “Then came that terrible moment, as we plummeted in darkness toward the cold terminus of stone, for which I would gladly bear a thousand deaths if I could but forget. We fell from the firmament. We felt the grace of the Almighty leave our presence. A vital fire had been quenched within our breasts. We forever lost the love of our creator. He who had shaped us from His very substance, whose beneficence had been the nucleus of our every particle, had removed his love. “We fell screaming.”
— Genesis 3:1-5 “We fell to earth upon the cold rock called Ardis, at the summit of Mount Armon, and there the blood from our wounds mingled with the dust that had never before touched our feet. We remained powerful, yes, but so great was our sorrow at our severance from our creator’s grace that we little realized it at first. We were listless, meek, and hesitant. “Lucifer rose among us once more, his wings still cracked and graceless, and the fire behind his eyes burned as he spoke. Vengeance, he claimed was our due. He named us brothers in spirit as well and circumstance, and cursed the Lord for His cruelty. So acutely did we feel our loss of grace that he would have needed little to stir our charred hearts into wrath and vain. We were Anger. We were Hate. Our minds were poison. We became righteous in our fires of passion. We began to recover our broken and shattered spirits and took malice as the cure to our eternal wounds. “Our sovereign, for that is what Lucifer became, vowed then that we would enter once more into the presence of our Father, though we would not beg for the privilege of reconciliation. We would take it by any means necessary. We would outlast the sun and the stars. To this end, we swore a compact, known amongst us as the Oath of Ardis. A declaration of war against God and Heaven. And when it was sworn, Lucifer forsake the name he was given whilst in the Lord’s service and was thenceforth known as Satan, the Adversary. We, the outcast Angels of Heaven, became the Fallen. “Casting his eyes east to where the first red fingers of dawn crept over the black rim of the earth, Satan revealed vengeance! The Garden of Paradise, at the crux of four rivers, where God’s beloved Man and Woman waited helpless for our coming was where the downfall of God’s favored creation was to be infected with evil. In Eden, we moved to strike. Rebel Angels may have fallen to Ardis, but it was the Legion of the Fallen that fell on Paradise. “We saw at once that Eden could neither be sieged nor sundered from without, as loyal Angels to the Lord stood watch at its gates. Satan, displaying the cunning for which he is now justly famed, took the form of a lowly serpent and entered the garden unseen. Within, he bade Eve to eat of the fruit of the Tree of Knowledge, and she soon led her husband to the same folly. “I doubt they even knew what had transpired in Heaven, or that fretful Angels guarded their Paradise day and night! No matter, for when the Lord discovered what Adam and Eve had done, His wrath was re-kindled. By eating the Fruit of the Tree of Knowledge were the first of your kind exiled from Paradise, condemned to mortal toil, illness, and death.”
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The Defilement of the First Tribes “A brother offended is harder to be won than a strong city” — Proverbs 18:19 “From forth the loins of Adam and Eve came two strong sons, and soon enough Cain did slay his gentle sibling Abel. There was a certain art to teaching men how to sin, though I confess you soon outstripped our encouragement and found your own momentum, like a boulder tossed down a hill. Exiled Cain beget a tribe of sons, as did Seth the third son, and by Enos and Enoch, by Irad and Mehujael, a great chain of men was made to inherit the earth. “Once more we descended from high Armon, recovered from heavenly battle, eager to continue our vengeance upon the highest of our hated Lord’s creations. Dark and cold were those nights of the first men, warmed little by fragile fires. Into cold camps went the Fallen, and there we lay with the daughters of men, and taught them unholy pleasures while their husbands slept and shuddered. “Those that had received our rapacious touch were eager for more, and so in stealth we began to teach them of art and science. Azazel, prince of desire, taught them how to paint their faces and enhance their beauty with jewels and trinkets. It was he who let slip to mortal ears that gold was the dearest of all metals. And has any revelation better served the Legion’s cause in the countless ages since, than the want of wealth? Hell’s plans are nothing if not far-reaching. But I digress . . . “To men Azazel gave knowledge of metalworking, for the fashioning of better blades, which in time would birth an unending age of bloody war. “Sly Tamiel taught men the pillars of Astronomy, and his brother Barkayel taught them the secrets held within the maps of heaven. Akibael, Armers, and Amazarak gifted a select few with the godless art of Sorcery, which is based in selfish desire and greed of power. Oh, we were the most enthusiastic of teachers — patient to a fault and we asked so little in return . . .” “In time, those women who had lain with the Fallen bore children. Never before had the earth seen their like, and never shall it witness such monstrosities born again until the coming of the Last Days. Some were born with fair aspect, but many more tore their way out of mortal wombs with tooth and claw. Alas these bloody prodigies were slain at birth, or thrown screaming into purifying flame by those that feared them, but some escaped detection, and others were stolen away by us, to be raised by the demons that fathered them. They were the Nephilim, born with hellish strength and the insatiable craving for mortal flesh. A great jest, we thought, though the coming of the Nephilim made us somewhat less popular among mortal women who grew wise to our game and were not so easily seduced by our wicked beauty. We withdrew with our progeny, and bade our time in secret. Though frightened by the monstrous coming of the Nephilim, men were loath to part with our other gifts that behaved as such splendid instruments for sin. As seeds take root and roots raise trees and branches, Fallen arts spread from tribe to tribe and infected their very being.” “Men were made bolder by our gifts, less inclined to fear the unknown and detesting to humble themselves before the Lord. I tell you now, the undying Nephilim that supped on human bones and drank of their blood were the very kindest of our gifts. As generations passed, sons grew more worldly than their fathers, and
daughters more wanton than their mothers. And with every suckling babe the evil of men increased, until the Lord saw how far wickedness had crept upon the land. We laughed, then, for twice had we moved the Lord to grief. We had forgotten love, and credited ourselves with a great blow against His pride, imagining that He mirrored our own condition. We had forgotten His ways. Such fools. “Hollow was our victory, and dearly repaid, for the Lord sealed His true servant Noah in an Ark of gopher wood, and therein placed two of every creature of which His providence had bestowed. The skies turned dark and an onslaught of rain fell day and night, and the seas consumed their shores and rose toward the hills. Most of the tribes of men, whom we had sculpted so lovingly and so long into our own perverted vision, were drowned as the waters rose above the trees. Some wretched few found high refuge, for all the good it did them, and perished when the waters washed them off the highest peaks. All of God’s creatures that were not safely within the Ark drowned and met its end in the black merciless depths, and we immortal Fallen were left to drift and suffer in the cold currents of the Lord’s wrath. Only the most powerful of our children, the Nephilim, survived. The few whose dark powers could shield them against the consuming force of the great flood. “For forty days and forty nights the world was a punishing sea, and we warmed ourselves with fiery dreams of vengeance which were not tempered by the cold that covered all horizons. When at last the waters fell and restored us to an empty world, we stood upon the cracked and toppled stones of lost cities, and burned with cold malice. We would not forsake the war for the loss of one battle. The soft cry of Noah’s dove was as much our omen as it was his. It cried of the rebirth of man, and of temptation.” “You have heard enough of my truth now. I trust that you shall see it faithfully recorded and dispatched. I care not whether you be scorned as a drunkard or burned as a heretic, but see that my words pass safely to Rome, to that great pile of stone and hubris where your masters tailor their robes and gild even their chamber pots with gold. “To the faithful brethren who come to take your post from you, write my words in a letter and forbid them to speak of it to anyone. Pass the tale of my coming down from Prefect to Prefect, and know that I shall return one hundred years hence to the day, to continue my tale. Should you desire proof of my sincerity, I tender such prophecy: Ere I return, Englishmen will twice bring fire to St. Augustine, and a great nation shall lose a great colony upon these shores.”
The Six Beast Kingdoms “They are a nation void of counsel, neither is there any understanding in them.” — Deuteronomy 32:28 “Alas, another has come to scribe my tale and pray for his deliverance. Quit making that distasteful gesture at me. It won’t make me go away! If you really must, genuflect with one hand, but at least write with the other. “Where was I before your foolish wavering . . . oh, yes — the Deluge. The waters had wiped clean the slate of human folly, but
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men are men, and Noah’s sons beget tribes, villages and cities to remake the world in the likes of past ages. Men settled the fruitful lands and the barren slopes, the river deltas and the desert’s edge, and spread in all directions to populate the earth. It was a fruitful time for everyone, including us. We were restored to the peak of our power and were eager to work new evil against the Lord and His worshippers. “We took steps to ensure that no simple downpour from the sky could ever trouble us again. Have you not wondered of Hell, and its genesis? It is a refuge, a great fortification taken by the Legion and made into a dark mirror of the celestial kingdom. A Fallen on earth must take a physical form, a manifestation, and despite our vast powers, we can be inconvenienced by the limitations of such Guise. After the Deluge, we sought a spiritual kingdom where we could transpose our very essences . . . to dwell in spirit and shun the vulnerabilities of flesh. “The Abyss had always been there, a great hollow vastness, a bleak counterpoint to the grandeur of Heaven, and so we claimed it as our own. We girded it to our own fashion, with sorceries and hatred and Angelic arts. And therein most Fallen remain to this day, working their plans upon the earth through agents and servitors. Though there are exceptions, most Fallen have grown accustomed to the relative safety of Satan’s sanctum and are loathe to leave it. The entire Angelic Host could not assault Hell’s ramparts, just as the Legion would be vain to attack the gates of Heaven. “Hell may not be beautiful, or restful, or even so vast as heaven, but it is vast enough, and it was shaped by our own hands for our own needs. Hell is the one thing, the only thing, besides personal power and vengeance, that any Fallen will fight for in principle . . . and perhaps even for love. You seem surprised, but do not forget that we once knew of such things. And so, safely enthroned, and fully recovered, we turned our eyes once more to the sons of men. “Those tribes that kept faith with the Lord brought forth a prophecy that a great warrior-king, a Messiah, would arise to lead them into an era of righteous prosperity. For our next great
vengeance upon the Lord’s people, we seized this prophecy and perverted it to our own ends. Again and again, at our behest, men crowned themselves sons of God, or God incarnate, or any number of other ridiculous claims, and conjured delightfully false gods in such imaginative shapes and colors. Men learned to worship statues, or gold, or stones, or even the beasts of the field, and they invented new gods so fierce and wild that we could not help but be impressed! In city after city, men bent knee before their mummer’s show gods, and slew one another in their false names and invented lies to justify their sin. Great empires arose that knew not the love of the true Lord. These we called our Beast Kingdoms, our gilded glories raised high to spite the righteous. “The true prophecy of the righteous warrior-king became mired in our manipulations, and precious few men held true to it and to the path of righteousness. Our Beast Kingdoms made war on the Lord’s people for more than a thousand years, and as each one fell under the shadow of time a most terrible power arose to take its place.”
The Egyptian Kingdom “A thick darkness in all the land of Egypt three days.” — Exodus 10:22 “Seti, the Pharaoh of old Egypt, took the prophecies of the warrior-king very seriously, viewing them as a threat to his throne. The Pharaoh enslaved the Hebrews of Israel, a righteous people who had come into Egypt in great numbers. To prevent the coming of the messiah, the Pharaoh ordered the death of all male Hebrew infants by the hands of the midwives. When they refused the Pharaoh’s decree of infanticide, he ordered his own soldiers to drown all the newborns in the Nile; an orgy of murder in the waters of the life giving river. A somewhat paranoid but good idea for his own sake . . . but he wasn’t careful enough. Some prophecies hold true the more they are fought against. “A Hebrew woman of the House of Levi gave birth to a healthy son. Fearing for his life she hid him for three months, until
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she could no longer keep him safe. She placed him in a basket of rushes and pitch, entrusting him to the hands of the Lord and the currents of the Nile. Oh, the Almighty so loves those little teary-eyed acts of faith. Of course, the basket washed upon the bank of the Nile in plain sight of the Pharaoh’s daughter and her maids. At once the noble-hearted girl felt compassion for the weeping babe, and so she took him into the Pharaoh’s household, and he was raised in luxury, and they called him Moses, which means ‘drawn from water.’ “Moses grew into a man, and the Egyptians multiplied the burdens placed upon the Hebrews, employing them in the construction of monuments and treasure-cities, and great altars to false gods and ambitious men. The Pharaoh had Fallen at counsel in his chambers, and Fallen afoot in his fields, and it was a time when we walked unafraid. We grew fat on the souls of the wicked, and spent the days bathing in the excesses of Egyptian cruelty. When Moses first rose to demand freedom for the Israelites, the Pharaoh ordered his death, causing him to flee. “But Moses was nothing if not persistent, and eventually he returned to stand before the Pharaoh Ramses, son of Seti, and pleaded freedom for the children of Israel in the name of the God of the Hebrews. Ramses knew not the God of the Hebrews, and in answer, he increased the burden placed upon the enslaved Israelites. The Lord, acting through Moses, brought plague upon plague down upon mighty Egypt, blunting the might of its sorcerers. And with every display of the Lord’s power the Pharaoh’s soul grew bitter and his mind increasingly foolish. We left the Pharaoh to his idiocy, and withdrew our counsel. We fled the kingdom of Egypt as the Lord executed his final judgment — the death of all the first-born of Egypt! The irony was wicked, wouldn’t you think? “The sudden death of thousands of firstborn, including the Pharaoh’s own, certainly seized the attention of Ramses, and at last he summoned Moses and the other leaders of the Hebrews. He ordered them to leave Egypt with all due haste, and bade them never to return. “Of course, once the Hebrews had gone, the Pharaoh’s heart was consumed with wrath, and he raised his army in pursuit of the Hebrews as they made their exodus toward the Red Sea. There, the Pharaoh beheld the parting of the waters, and any sensible man would have realized that the Lord’s grace was at hand. Nonetheless, Ramses led his army between the waters. And when the Hebrew people were safe upon the far shore, the Lord let the sea fall back upon itself, and for a few brief moments the Pharaoh Seti was awash with the immense power of God. “After his death, the sun set upon the Kingdom of Egypt, and we gave it no more of our favor. And the dynasties grew weaker and weaker until, finally, the great empire of Egypt was no more.”
The Assyrian Kingdom “I cry aloud, but there is no judgment.” — Job 19:7 “The second of the great Beast Kingdoms was raised by Asshur, one of the few surviving Nephilim after the Deluge; a puissant creature who forced the men of Mesopotamia to worship him as a god of war and sunfire. Asshur was a forward-thinking creature, I grant him that, but he had little subtlety in him. Looking back we should have known better than to entrust our second empire to his keeping.
“The Kings of Assyria were warlike, and raided other tribes and kingdoms with fierce regularity. They wrote endless praises to the glory of Asshur and his brother Marduk. Both were Nephilim that served our Legion, but infected with the anger that was born of all their kind. Assyria conquered the northern kingdom of Israel, and then Samaria, and thus everywhere that Asshur set his eyes and placed his banners the men of the righteous tribes were scourged and set to flight. The Assyrian host cut a bloody path down the coast of Palestine and threatened Jerusalem itself, only to be laid waste by an unfortunate plague. Those little parrots Isaiah and Nahum chirped prophecies of defeat for Assyria, yet Assyria was not defeated. And certainly not by men of the Lord. No, Assyria was purposefully squandered. By us, the Dark Lords of Hell. “Our own hubris rose like a mighty serpent. We should have seen it coming. Marduk, cunning and powerful, exalted as a God of Babylon, quarreled with his brother, Asshur. Marduk grew angry when Solomon of the House of David raised a temple in Jerusalem to the Lord Almighty. He seemed incapable of taking the city and in a bid to destroy it, a petty quarrel of egos broke into open war, and Assyria and Babylon, two armies of the Legion weakened one another, and neither would repent of their foolishness. Eventually, it was Assyria that fell, and Babylon did conquer in Marduk’s name. Marduk then slew his brother and drank of his strength. Thus, one Beast Kingdom destroyed another, and the tribes of the righteous enjoyed a brief respite. The Legion of Hell was gravely disappointed and careful to learn from its mistakes as the coming ages will show.”
The Babylonian Kingdom “Babylon shall become heaps, a dwelling place for dragons, as astonishment, and an hissing, without an inhabitant.” — Jeremiah 51:37 “Babylon the mighty. Babylon the great. You who never walked her streets know her only as a warning to the righteous, and wisely were you warned against such magnificence. Babylon, city of intoxications, whose very stones made even the Fallen writhe in ecstasy to look upon her! In two halves was Babylon built, joined across the Euphrates by pillared bridges above and etched tunnels of stone below. No other city in the world could boast of such splendor. Nebuchadnezzar, wise restorer and finder of riches, girded his city with triple walls, and raised towers in every color, and gilded a hundred temples of a hundred gods with the wealth of a hundred conquered peoples. “Marduk was Babylon’s patron, the strongest of all the Nephilim, and the most fiercely loyal to the Fallen. It was he who crushed his defiant sister Tiamat, the Whore of Babylon. She would not kneel to our schemes, and it was Marduk who slew his own brother Asshur for failing to persecute the righteous with a devouring hunger. Marduk was more cunning than Asshur, with an unprecedented taste for politics and intrigue, and he molded Nebuchadnezzar into a calculating and learned king. “Nebuchadnezzar conquered pestilent Jerusalem, and razed its great Hebrew Temple, and carried its riches back to Babylon to fill its treasure-vaults. All this he did, and yet many of the Hebrews counted him a gentle, genial man. This was Nebuchadnezzar’s gift, to take the strength of the enemy with his sword and then to win their trust with his largesse. So leniently did he deal with the Hebrews, and so fair was he with the Israelites
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that they began to think first of the welfare of Babylon, and exalted it above all else, though it was an enemy to their Lord. Can there be any greater victory than to take a man at the point of a blade and teach him to love those who have raped the virtues of his God’s temple? An admirable task to accomplish such victory. “Yet Nebuchadnezzar was but a man, and in his dotage he forgot subtlety, and it pleased him to utter grand prophecies that he devised for his own amusement. For this, Marduk rebuked him with a brief case of madness — it would not do to have the ruler of Babylon out of control after so many years of iron discipline and prosperity. But, the madness was a mistake, and was interpreted by the people as a punishment from the God of Israel and the Hebrews. They cried that Marduk had been overcome by the God of Israel. They were blind though to the Nephilim among them, who walked their streets, and feasted on the flesh of children. They had lost faith in the cause of their beautiful city. “We knew then that Babylon’s time had waned, and we took measures to raise a fourth Beast Kingdom in place of its rotting carcass.”
The Medes and the Persian Kingdom “Have I need of mad men, that ye have brought this fellow to play the mad man in my presence?” — I Samuel 21:15 “The Persians did not so much destroy Babylon as swallow it, taking it into the fold and making it their own. Cyrus, the great king of Persia, crushed Babylon’s might and was welcomed to their great capital as a liberating hero. “Now there was an exceptional man, much as Nebuchadnezzar had been in his prime. Before the rise of Cyrus, the empire of the Medes, under the cruel Astyages and his father Cyaxares, had taken most of Mesopotamia by force of arms. They went so far as to send forces against the emaciated Babylon, but should have minded their business closer to home. Cyrus’ birthright was the kingdom of Anshan, and he was but a vassal to Astyages and the Median court. But Cyrus had a thirst for power and was just the sort of man the Legion desired. We placed Fallen at the hand of his throne, and at the heads of his army. In short
order Cyrus slew Astyages and his ascension to the rulership of Media, Anshan, and Persia drew a curtain over the glory of the Medes. Thus was born the era that your historians call the Persian Empire. “To see the banners of a powerful host take the field once again for our cause was uplifting, for the Persians knew nothing of the Lord, and Cyrus was fiercely devoted to the gods of Babylon — including our own ever loyal Marduk. “Marduk had been displeased with his city of Babylon for a good decade or so by this time Cyrus crushed its army and took it for his own, but surprisingly Marduk and Cyrus got along famously. Cyrus, suckled on Fallen counsel and girded by our sorceries, crushed his foes with ease and subjugated all of Asia Minor. He was not yet forty when he trod the stones of Babylon as the conqueror and inheritor of its glory. “To guard Cyrus from harm, the Fallen made high art of lies and rumors. Every atrocity was covered, every massacre explained, every wicked deed purged from the annals of history. I can see by the puzzled look that plagues your countenance that you have read these passages of history and think of Cyrus as wise and good. Socrates imparted this wisdom, did he? Well, Socrates wouldn’t have known an abbot from an ass. We sent Cyrus the Bloody into the field where he maimed and slaughtered in the name of Satan. We fabricated ‘Cyrus the Wise’ out of our corrupted imaginations. Our conspiracy did its job well, for the people loved Cyrus and never revolted against him. No, the damn fool had to go and lose his head in a meaningless battle. Yes, we still had need of him, but even you must know that even the best of plans can go awry. “What happened next was a sort of interregnum in our grand scheme. Cyrus’ son eventually killed himself, a usurper captured the throne, satrap fought satrap and chaos swept the Empire. Darius brought some of it under control again, but for every rebellion that he quenched a new uprising would flare elsewhere. Even Babylon declared independence, albeit short-lived. Darius’ idiot descendants wasted their years trying to conquer Greece for the better part of a century, leaving the Tribes of God Almighty more or less unpunished.
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“It was around this time that I first began to question the actions of my brethren. “Now look at what I’ve spoken of — not just one Beast Kingdom, but many, all hissing and snarling and biting while we watched and whispered evil from the shadows. Aye, we made our little satraps and betrayers and priest-kings and eunuchs fight one another like dogs in an inescapable pit of wrath and scorn. The Persian Empire was an endless mess of infighting and festering rivalries, wherein momentous plots fell and their prizes were squandered and delivered into the very hands of those they sought to destroy. “Eventually, Alexander of Macedonia appeared and conquered the whole damn lot of them . . . only to die of hedonistic excess at the height of his glory. Fool. We had nothing to do with that, mind you. But Alexander had done us a favor. He had restored our vision. His mortal army had scattered our playing pieces and ended our little games, returning our attention to the task at hand — the elimination of the worshippers of the true God. “United in purpose once again, Hell focused on Seleucus, one of Alexander’s brightest generals. Seleucus became our pawn, and his children our slaves. A new Beast Kingdom was to be raised by his crown and sword — one of our greatest stepping stones to the present theatre: the Greeks.”
Seleucian: The Greek Kingdom “Ye shall not fear other gods.” — II Kings 17:37 “What can I say about the Seleucian years? Seleucus turned out to be something of a bean counter, wasting his time putting his prized kingdom in order. The once tactful and proud general set down his sword and picked up the wax tablet of the taxman. It fell to his children to keep things interesting for us, and they did indeed do their best for a few short decades. Antiochus Epiphanes, who loved his wine more than he loved his women, even went so far as to have swine slaughtered on the altars of Hebrew temples after his soldiers had looted their treasures. He was a fine one for practical jokes. Nonetheless, it was impossible to ignore that the Seleucian dynasty lacked some vital inspiration. Even with our counsel, our influence and our manipulations, they were a lifeless people, holding tightly to what was theirs, but afraid to step outside their door — poor clay at best for our wicked hands. “Our fifth great Beast Kingdom, meant to roar out our hatred of God’s creation, shaped to topple the stones of Jerusalem and salt the earth of the Hebrew tribes, was dying before our eyes like a fire in a rainstorm. I despaired, but the greatest act of our drama was yet to play out. The sixth and greatest Beast Kingdom was about to take its place in history. A triumph so magnificent it would force the Kingdom of God to take heed and once again notice that we were ever waiting for the opportunity to strike.”
The Roman Empire “Give to Caesar what is Caesar’s and to God what is God’s.” — Matthew 22:21 “All roads lead to Rome, or so it is said, and all the corridors of history echo with the sounds of its passing. We converse in the Roman tongue, you write in the Roman script, and bend knee to
the Roman church. But it was the Legion that built Rome. The Legion made the Republic, and the Empire, and the great roads of commerce, and the great festival of Bacchanalian excess that was at the heart of everything: the orgies, the slaves, the gladiators, the crucifixes. In Rome one may glimpse, for a brief and shining moment, the ascension of the Fallen upon the earth. Rome was our masterpiece. Rome was our undoing. “The Romans were not a terribly imaginative people, despite their great skills at war and engineering. They were borrowers, not innovators. We gave them second-rate knock-offs of the old Greek gods, and they worshiped them dutifully in ignorance. Yet we gave them more. We gave them a hundred black cults of lust and envy and greed. Cults of old gods and false gods and no gods. Cults of mystery and desire. We gave them a secret religious tapestry so profound and enticing that many still exist today, entwined in the foundation of society. “We guided Rome’s armies to war, and helped her to cast down Carthage, and to claim dominion over the lands of our parched and starving Beast Kingdoms. We made her a hothouse flower, guarded on the outside by men with steel discipline, and ruled at the heart by men with wine for blood. Imagine the Colosseum in its glory days, when it was alive with the charging hooves of horse-drawn chariots and flooded with water for the staging of naval battles. Behold the ingenious might of the world’s greatest power, perverted to no greater end than staged battles in the world’s greatest bathtub. “Such was Rome. And when it wasn’t decadent, it was cruel. The sons of Rome held all of the Lord’s faithful beneath their heels, and at our urging ground them into the dust. Roman governors and Roman customs condemned the Lord’s faithful to slavery, torture, and death in every creative form we could think of. The believers died in the fields, on the crosses, and on the sands of the arena. And for that we became careless in our pride and enthusiasm. We played the part of eager gods for our cults, and we forged enigmas of madness and prophecy with the rulers of Rome. We took foolish risks for the sake of our own guilty pleasures. And why not? We had all but succeeded. The worshippers of the Lord were entirely in our power. “Or so we thought. Alas, that terrible star began to shine in the cold night sky, and we realized at last that we had made yet another grave error. Listen well, little Spaniard — for when you contemplate mutiny against the Almighty, you had best remember that there is no such thing as ultimate victory. There is no value in even showing up to the battlefield if you do not intend to grab the prize with all your might and never let go. Our Beast Kingdoms, our empires of blood and pleasure and hollow gods, had been a thorn in His side for long enough to warrant His full attention. We had six tries. Six attempts that spanned over a thousand years of blood and toil, and in the end He rebuked us with a single masterful counterstroke. We had been misled, awaiting a warriorking. What He sent instead was a king to subdue all warriors. “The Incarnation of Jesus Christ. “Wipe that disgusting smirk off your face, Jesuit. I know you’d love to hear more and that the story has suddenly grown interesting for you. Which is why it must end. You’ve performed your task, and may seal your testament. Send it with all care to your masters in Rome. I, for my own part, will return one hundred years hence to continue my tale . . . but somewhere else, I think. Somewhere colder. I leave you with a gift for your pains. I would strongly suggest that you learn how to swim, Father de Palia. Swim like a fish if you know what’s good for you.”
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Christ and Antichrist “Again the devil took him to a very high mountain and showed him all the kingdoms of the world and their splendor. ‘All this I will give you,’ he said, ‘if you will bow down and worship me.’” — Matthew 4:8 “Jesus of Nazareth! The very Incarnation of God in flesh. It took centuries for me to learn to say his name. Even now, most of my kind will not . . . nay, cannot. They flinch from it like a dagger that penetrates their side. It’s the nearest thing the blasphemous have to blasphemy. Jesus Christ was the capstone to one of Satan’s grandest failures. Even now I can taste the bitterness in my mouth when I utter His name. “Why are you not writing? Write! I would hate to think that I have somehow worsened my condition by exchanging my Spanish scribes for the likes of you. Look past your own confusion and record my words. When I have finished with you, seal them and dutifully mail them to your Archives in Rome. You’ve already missed two installments of my tale, and no, you won’t get to hear them in your lifetime. “At the very height of the Roman Empire, at the highest ecstasy of our spiritual and material dominion over men, God planted a poisonous seed in our garden. He did something none of us could have foreseen. He undertook to see through mortal eyes. He made a gift of Himself to the breathing world. At first we thought Jesus to be another poor, chirping prophet like that imbecile John the Baptist. But Jesus was real, and where He went,
miracles followed. In a marrowless age, here was Noah and Moses, David and Solomon and Job all wrapped up in one. We couldn’t touch Jesus. In fact, we couldn’t even tolerate to be present before Him. We had to play upon the greed and fear of other men to destroy Him. And as you well know, destroying Him only made matters worse. “The whole Christ Incident, as we like to call it, turned the forces of Hell on its side. We had perfected the art of generosity to win the hearts of men. We gave freely of our counsel and our sorceries. We plied our chosen with comforts and riches and spectacle. Our trick was to make God seem niggardly in comparison. Why should a man seek after a promise of life beyond death when he can have the grandeur of the world tossed directly into his lap? The Incarnation changed all that. It stole our approach right out from under us. Christ gave clear and living proof of God’s power, and then He sealed His demonstration with the simplest, clearest promise of salvation. “The God of Israel became the God of all men. “‘Abashed, the Devil stood, and felt how awful goodness is.’ Indeed. That overly eloquent Englishman got that part right, at least. Nailing Jesus to the cross didn’t get us anywhere. It merely initiated the unraveling of our beautiful Roman Empire. Christianity consumed it from within over the course of three short centuries. To be sure, there was death and turmoil in lovely excess along the way, but eventually the Emperor and his family took up the Christian banner. The circle had turned. The rebellion had become the orthodoxy. All was chaos within the ranks of the Legion. The new fires of Christianity threw sparks to every corner of our happy little world. We knew not who to blame, and for a time there was a civil war in Hell that shook it to the core.
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“The Legion that emerged was not the fractured Legion it had once been. Satan’s control was tighter than ever, and it was true rule by fear. The hierarchy of the Legion solidified, and those Fallen and Nephilim that had survived the turmoil were placed in new layers of responsibility. The Sovereign of Hell ordered his forces with a deadly seriousness that had never before been seen. Oh, Satan had always been passionate about his vengeance, but I believe that the Incarnation finally convinced him that God played a dirty game with an entirely different set of rules. “Up to that point, I think we had all believed that if we toyed with heaven long enough, we could achieve a stalemate that could grant us the rights to rule properly, at least in our own domain. Reach an agreement, as it were. The Incarnation cured us of that delusion. For the first time, most of us realized that our war could only lead to one place if it was to bear fruit. It had to be Armageddon — the end of all things and the final Day of Judgment. Only if we forced the destruction of God’s creation could we draw up the power we would need for the final confrontation. Some of us saw what a mad game this was. Some of us were cleverer than others and kept our mouths shut and waited for the chance to start our own plots in motion. “Now, as to the plans of Satan’s Legion . . . “You have read the apocalyptic fantasies of John, haven’t you? Perhaps fantasies isn’t the proper word. ‘Metaphors’ is much more fitting. John half-glimpsed the truth in a dark and evershifting dream. But nestled therein are the keys to Satan’s endgame. The elements of the intended checkmate. Are you a chess player, Father Renard? A fine game; most excellent for distracting monks from their labors. I try to bring a set with me every time I visit a monastery, but I seem to have left mine behind somewhere. Perhaps I’ll need to return to pick up the pieces. “Pay attention, dear Father. This is of the utmost importance and must reach Rome intact. I have my own reasons for giving this information to you, and like your predecessors, you’ll be left guessing as to what they are. The Incarnation of Christ reshaped the very nature of the war between Heaven and Hell. It was instrumental in destroying many of our gains upon the earth. But God is not the only one capable of such a feat. “When Satan has grown strong enough off the souls of dead sinners he will create an Incarnation of his own; a warrior-king to trump all warrior-kings, a dark reflection of Christ. “The Antichrist. “That will be the murder of the world, Father Renard. The death of all creation. The conception of the Antichrist will mark the loss of all hope. If Satan places his begotten son upon this world, God’s hand will be forced. And I’m afraid that you, your families and your nations, lands and histories and all your dreams, will be folded up and packed away like a chess set that has seen its last game. “Can the conception of the Antichrist be prevented, you might ask? Perhaps. Can he be stopped once conceived? That is the more vital question . . . “What else do I know? All of these events swim in a sea of uncertainty, but bleak islands of fact rise here and there. He will be a man of arms . . . and he will be a man of the cloth. He will be of Japhethic descent . . . and he will be struck down, only to rise from the dead as did Christ. No more can I say, unless I were to begin making it up as I went and I wouldn’t lie to you. “Fear the Antichrist, Renard. Fear his coming above everything else. Unless that piece appears upon the board, the Legion of Hell may rail at the gates of Heaven until the stars burn
down to ashes for all the good it will do them. For when the Antichrist comes, he comes to claim all before you for the prize of Hell. A fair warning. For one brief and shining moment, I give you the privilege of proving vital to the future of your world. At least until you mail these words to Rome. Sic transit gloria mundi.”
The War Upon the Earth “When the thousand years are over, Satan will be released from his prison and will go out and deceive the nations in the four corners of the earth — Gog and Magog — to gather them for battle.” — Revelation 20:7-8 “And so it has been, since the Incarnation and the Resurrection, a war on earth for the hearts and minds of men. The message of Christ burst the old tribal bonds that had once ruled the righteous nations, and that message leapt from man to man, and kingdom to kingdom like a plague. The Legion’s cults and servants burrowed deep, and for every Christian who found God, the Legion corrupted another soul, but still, the race was on. “Wherever Christianity rose to stare us in the face, we found it relatively easy to play upon the bloody-mindedness of men. It became a new craft, the invention of trivialities to distract Christians from the essential simplicity of God’s salvation. But despite our inventiveness and man’s eager cooperation, somehow the damned message always got through to someone, or turned up somewhere else. It was like trying to swat flies without first removing the rotting fruit upon which they fed. “For a few centuries, it was not unlike the glorious games of old. After Rome was somewhat reduced in grandeur by visits from its neighbors to the north, the Christian people of Europe retreated into intellectual barbarism and maintained their ugliness well past the turn of the first millennium. Even when a new age of enlightenment came to them, it was half-fueled by us, and also by the wanton bloodshed of the Crusades. I understand you’re still feeling the aftermath of those idiot campaigns, aren’t you? Not much love remains for the two-faced Europeans among the Mohammedans and the Jews. “The Legion gave you the Borgia Popes and the Plenary Indulgence. It gave you the Rack, the Iron Maiden, and the waterblanket torture. It moved the Papacy from Rome to Avignon and back again. It aided the Moors when they chopped Spain out from under your feet, and it aided the horsemen of the far East when they nearly cut the beating heart out of Christendom. But don’t think that the Legion claims all the credit for your bloody past, after all is said and done, my brethren and I merely put the blade into your hand. Somehow, man always manages to find a suitable victim on his own accord. In fact, I assure you that we even felt superfluous at times. With such zealous defenders of the faith what need had Christianity for external enemies. “Inevitably, all the glorious trivialities and schisms fueled dissent and a return to the simple tenets of Christ’s message. And how could we ever truly stamp it out? But one way, and it is an insidious thing. Cut down a thousand true believers with a blade and you prevent them from spreading their message, but pervert their minds first and you also steal away their souls from the King of Heaven with no chance of redemption. And souls are what this
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is all for, Father Renard. The sweet and necessary heart of all the Legion’s schemes. Each man that dies in hatred and ignorance of God’s salvation passes his tiny fragment of grace into Hell’s dominion, so that we may devour its misery and its iniquity. Some we torture for millennia, savoring every black particle of fear. Others we consume swiftly, absorbing them as an afterthought, as easily as oxygen-rich blood nourishes the mortal flesh. Oh, don’t cringe from me, Father Renard. I gave up that particular pastime when I parted company with Hell’s Legion. And besides, I often found the souls of monks to be coarse and rather unappetizing. “Of course I sometimes miss it . . . but there’s no need of it anymore. In my own curious way, I’m something of an ascetic by the standards of the Fallen. In Hell one requires all the power one can get. To merely walk the earth, one needs nothing but prudence and restraint. “Walking the earth, as I have for quite a few centuries now, I’ve been in an enviable position to mark the progress of the war. The Legion has set its snares with patient cunning. Christianity will never again hold dominion over its adherents as it once did. Your age has only seen the barest glimpse of the changes to come. Great storm winds are blowing, Father Renard, and your little ship of faith is all but lost against the rocky shores of the apocalypse. The Christian world will be a fair deal worse off ere I return next . . . but fear not. There is a ray of light for you in all this darkness. After all, you now have the perfect impetus to be sincere in your prayers for salvation as you will always have the memory of me threatening to return and twist off your arms should my words fail to reach their destination. So see to this task, and then pray diligently. And let it not be said that I did no good in my centuries of wandering.
“I don’t know where I shall appear when I return, but so many interesting things will happen in my absence. Your French aristocracy had best grow iron necks if they wish to survive. And beware of small Corsicans leading large armies. Have you ever heard of a small village called Waterloo? I thought not. Don’t let it worry you, then. See my words safely to Rome. Be off!”
Endgame and Reckoning “And after these things I saw another Angel come down from heaven, having great power; and the earth was lightened with his glory. And he cried mightily with a strong voice, saying, Babylon the great is fallen, is fallen, and is become the habitation of devils, and the hold of every foul spirit, and a cage of every unclean and hateful bird. For all nations have drunk of the wine of the wrath of her fornication, and the kings of the earth have committed fornication with her, and the merchants of the earth are waxed rich through the abundance of her delicacies.” — Revelation 18:1-3 “Father Moynihan, I presume. I will trouble you for but a day of your precious time. You do not know me or my story, but I am called Zarahaim, and simply put I am a demon, late in the service of Hell but in recent centuries cast adrift on this mortal shore in a pleasant sort of exile. I require you to scribe a letter for me. You can even use that delightful little typing machine in the corner if it aids your expedience.
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“Moynihan . . . a good Irish Catholic. Write these words and do not censor them. Of all my poor, shocked little scribes, you shall be entrusted with the most precise revelations and the least knowledge of why I am doing this. Don’t despair. Would you like coffee? Heavens, man, don’t jump like that. You’re liable to injure your leg again. Haven’t you ever seen a stage conjurer? Don’t be rude. You’re the first of my clerics to be offered refreshments in three hundred years. The cup won’t bite. “I do so love this smoke and fog-wrapped city with its black skies and muddy waters. All the teeming masses of men and women crammed into little tenements of brick and stone serve to assuage any nostalgia I might feel for the cozy old kingdom of Hell. I confess that I didn’t come here seeking you, Moynihan, but your city. Do you mind if I open this window of yours and have a bit of night air? Ah, it’s a strong wind that blows . . . “Christianity, my good Moynihan, is currently in the eye of a cultural hurricane. It has passed the bloody birth of the Age of Rationality. It sits becalmed, with Catholics and Protestants weary of killing one another, and with great Christian empires performing bloodlettings on every pagan shore. But what is coming up the other side? What lies behind the mist of the onrushing new century? “The Legion of Hell builds no more of its beloved Beast Kingdoms, but rather waits and threads the empires of the civilized world with its cults and its depredations, much as termites slowly chew their way through the wood of a house. The appearance of stability remains until the very end, when the whole structure collapses inward, consumed by an invisible cancer. The Legion builds its new kingdom on a foundation of gold and promises, greed and corruption, paper deeds and powerful offices. It knows that great and terrible events await in the coming decades, and it proposes not to initiate them, but to seize their momentum. The war is coming to a head. “I have spoken of the Assyrians and the Babylonians, of the Syrians and the Romans. But the cruel empires of the twentieth century will make them all look like rank amateurs, messing about on a stage set for the final act. You’ll have to invent a new vocabulary to describe the death and suffering man will inflict upon itself in the coming years. “The old monarchies will fall in a spasm of blood, and the last hoary remnants of the Middle Ages will be cast down from their thrones. After that will come a great hunger, and a great poverty that will cross the seas and afflict every nation on earth. The misery of that interlude will be fertile soil for the twin empires I foresee — a serpent of the east and a serpent of the west, each consuming millions of souls in their coils. “The serpent of the west will be a spiritual creature, and at its head I see a small man with burning eyes; Austrian, in fact. A bitter little corporal from a defeated generation. I see armies in gray and black, arms raised in salute. I see men and women locked away behind wire fences. I see Christian slogans, tainted on banners that fly with the blood of millions. I hear Christian prayers on every lip. But at the heart of this sham I see false gods and black robes, bloody rituals and Fallen counselors. I see hatred and madness. I see the very breath of Hell upon the earth. I see a tool the likes of which Satan could not shape in a thousand years . . . and I see a soul that will be welcomed into Hell as a hero and a brother of demons. “The serpent of the east will be an atheist tyranny, an austere hell where millions will die in frozen slavery. I see a blood-red star, and beneath it I see a man of . . . steel? A man with two
names. I see the church in hiding for an entire lifetime, and I see these two great serpents of east and west tangled in bloody war. I see a full generation of young men lying dead in snow and mud. The red star and the bent cross will shape the destiny of three continents . . . and neither truly will know Christ. The Legion will reap such a harvest of souls that even the godless will feel the meteoric rise of their power. “These aren’t mere visions, Father Moynihan. Those are for doddering old men with their clumsy quatrains. What I’m offering you is like a glimpse at the last page before you read the story. True prophesies, as tangible as the blowing wind — unseen but ever-present. “Imagine the changes to be wrought by such cataclysm and bloodshed. Witness the suffering and the coming of another Diaspora. The wedges of misunderstanding it will drive between the nations of the world will make the common fear for his survival and cling to the falsehoods of powerful men. Gaslights and horse-carriages, they are but small shadows compared to the technology that man will shape for war in the name of commerce. The world will churn like a river suddenly grown swollen and wrathful. “I barely know how to place such things in context for you, Moyniham, but I can tell you the result. Scorn. Wantonness. Depravity. A more fertile ground for the Legion’s schemes and agencies has never existed. John’s Apocalypse will at last be thrown wide open, and the False Prophet will arise . . . or so it seems. I have planted the seed of another possibility . . . but it remains a small glimmer in an explosive darkness. “Apocalypse? Yes, John’s poetic fever-dreams at the end of your precious ‘Good Book.’ Seven seals he described; seven harbingers of doom breaking upon the earth. No doubt you remember them. Shall I do you a final favor and elucidate them for you? It certainly can’t hurt . . . and I do so love to see good theologians squirming in discomfort. “The seals of which he wrote have often been taken as prophecies of events crowning the end of the world, like bloody jewels, but in truth they paint a much fuller picture. A picture of the Legion’s actions across the millennia. A reminder that there has never been a time when Godly men and nations were not under siege. Five of the seals are already cast open . . . and but two remain, though not for long, as Heaven and Hell count such things.”
The Seven Seals “And I wept much, because no man was found worthy to open and to read the book, neither to look thereon. And one of the elders saith unto me, Weep not: behold, the Lion of the tribe of Juda, the Root of David, hath prevailed to open the book, and to loose the seven seals thereof.” — Revelation 5:4-5
The First Seal “And I saw when the Lamb opened one of the seals, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and see. And I saw, and behold a white horse: and he that sat on him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer . . .”
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“The very first of the seals was broken with the coming of the Legion’s ancient conquerors, the rise of the Beast Kingdoms to make war on the righteous tribes. What John saw in that broken seal was the history of unholy war, of men-at-arms suborned to the Satanic will. The False Prophets as they presented themselves as Gods.”
The Second Seal “And when he had opened the second seal, I heard the second beast say, Come and see. And there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword.” “The second seal signaled the consolidation of power by conquest . . . the vigor of the greatest and final Beast Kingdom, Rome. It was still mighty when John wrote those words and it was close to his heart. The glory of Rome was the glory of war and it’s blade sliced through the land like fire.”
The Third Seal “And when he had opened the third seal, I heard the third beast say, Come and see. And I beheld, and lo a black horse; and he that sat on him had a pair of balances in his hand.”
the testimony which they held: And they cried with a loud voice, saying, How long, O Lord, holy and true, dost thou not judge and avenge our blood on them that dwell on the earth?” “The fifth seal shall herald the cry of the Martyrs; souls so fervently devoted to Christ that they refused the blessings of paradise to become unquiet spirits, flitting about, observing the movements of men and trying to interfere with the Legion’s schemes. I have conversed with more than one in my travels . . . they have been watching for many centuries, and they will watch up until the very end. But there will be others who will hear their cry, and they will awaken to the reality of the war and be blessed and cursed by their wisdom.”
The Sixth Seal “And I beheld when he had opened the sixth seal, and, lo, there was a great earthquake; and the sun became black as sackcloth of hair, and the moon became as blood; And the stars of heaven fell unto the earth, even as a fig tree casteth her untimely figs, when she is shaken of a mighty wind. And the heaven departed as a scroll when it is rolled together; and every mountain and island were moved out of their places. And the kings of the earth, and the great men, and the rich men, and the chief captains, and the mighty men, and every bondman, and every free man, hid themselves in the dens and in the rocks of the mountains . . .”
“The third seal is but fragments in the wake of the famines of human history, which in large part have been shaped by the Legion. Plying a man with comforts is one way to win him away from God . . . yet so is denying him comfort. Famine turns neighbor on neighbor, and makes kindly men crass, and tempts every man to thievery and betrayal. A great famine will arise in the world in the coming century . . . a great many years of depression, following the Great War. From the ashes of this blighted garden will arise the two serpents of which I have already spoken.”
“The sixth seal foretells the doom of the earth, when the Antichrist will ascend to dominion over all the nations of man; when only those that bear his unholy mark will find comfort, and the Time of Tribulations will begin. The very stones of the earth will sicken, and the sky will give no rain that does not taste of death, and every man not in thrall to the False Prophet will wish himself dead or hidden away from the light of the dying world’s scrutiny.”
The Fourth Seal
The Seventh Seal
“And I looked, and beheld a pale horse: and his name that sat on him was Death, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.”
“And when he had opened the seventh seal, there was silence in heaven about the space of half an hour . . . And I saw a new heaven and a new earth: for the first heaven and the first earth were passed away; and there was no more sea . . .”
“The fourth seal is broken by a great increase of suffering and death across all the nations of man, wars to belittle the bloodiest days of the Beast Kingdoms. For man has greatly improved his arts of war, and aided himself in moving farther and faster about the earth, and he has turned all the great inventive prowess to the creation of mortal weapons. It is greatly in the Legion’s favor that man is so fond of beating his plowshares into swords. After the turn of the century, even your great recent horrors such as Antietam and Fredericksburg will be quaint footnotes looked upon as heralds from a gentler time. The souls of millions as they cry in torment shall awaken the war to a new stage.”
The Fifth Seal
“The Seventh Seal is the final chapter. The downfall of the False Prophet, the expunction of the Legion, and the end of all things. Cast open, the Seventh Seal is the unbridled power of God’s righteous anger, of Christ’s triumphant return to save the souls of the faithful. What comes next is not for man, nor immortal, to know. Yet should the final seal be broken, all this will pass away.” “Now, I have spoken enough of the seals. Take these words, and see that they reach Rome safely. My part in this drama is almost complete, with but one more stage call, a century hence. Little more than a whisper from the wings, in fact. So I’ll be going, Father Moynihan, to leave you to puzzle over this night for the rest of your life. No need to show me out. I shall go as I came. Farewell.”
“And when he had opened the fifth seal, I saw under the altar the souls of them that were slain for the word of God, and for
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Epilogue: The Demon's Final Revelation “Yes, I am coming soon.” — Revelation 22:20
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In The Seventh Seal, each player takes on the role of a Sentinel character. In order to play the game, the player will need to form a history and personality for his character (the intangibles that breathe life into the ideas and concepts) and also detail the character’s statistics and traits (which influence and dictate the capabilities of the Sentinel as he interacts with the world). The decisions made in this chapter will result in an interesting and dynamic character molded to the player’s wishes, and offers a variety of choices to make each character stand out and be an individual force in the coming Prophecy. Each player has his own character sheet that represents his Sentinel in game terms. There are specific sections of the character sheet that describe and allow pertinent information to be listed within easy reference. However, there are inevitably going to be times in the game when the character sheet will be entirely unnecessary (such as when there is straight character interaction with a NPC played by the Prophet or with another player). Yet at the same time, The Seventh Seal is a game, and hence whenever a situation arises that has an unpredictable or variable outcome that might directly affect the character in a positive or negative manner, or the character’s actions influence the scene through action, then there is likely an Aspect, Proficiency or other specific value that needs to be taken into account, often followed by an element of randomness (represented by the dice).
Concept “My thoughts are not your thoughts, neither are your ways My ways, saith the Lord.” — Isaiah 55:8 The first thing the player must decide on is what type of character he wishes to play. This can be a general idea such as, “A rock n’ roll slacker hooked on nicotine and cheap beer,” to a defined and preconceived synopsis worthy of a screenplay, “A priest who has lost his faith in organized religion and is seeking a more direct and spiritual connection to God by uncovering lost truths in the holy sites and pilgrimages of the world.” There’s no need to get overly detailed as of yet, since the creation process guides it all neatly along. Often times, a player might change his mind as he creates his character, and having an open-minded concept can often be more forgiving as the details become more familiar and take shape. In other words, don’t set anything in stone quite yet. Once a general concept has been formed, the next stage of character generation can be made, the Trinity.
Example: Josh Cable is speaking with Father Lazarus over their next course of action after discovering some new clues. There is no need to roll the dice or refer to the character sheet since it’s all communicated in-character by the players. However, should Josh be driving radically while having the discussion, then perhaps a Vehicle Proficiency roll would need to take place to determine whether Josh has his eyes on the road. In the latter instance, Josh’s player would need to refer to the character sheet to check his Aspects and Proficiencies before rolling any dice.
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Example: David is creating a character for the upcoming Crusade and decides he wants to play a rather morose, mildly depressed sort of individual. He thinks of a name, and settles on Joshua Cable (or Josh for short). He pictures the character as being perhaps late twenties, run-down, but rather creative. There’s no need to go into further detail yet, so David moves on to the next step in character generation.
Character Sheet Key The double-sided Character Sheet in The Seventh Seal has various areas to detail and keep track of a Sentinel throughout play. Listed below are the sections of the character sheet and brief explanations on their use.
Front Side Player Name: The name of the actual person playing the character. This way, if a character sheet gets misplaced, it will return to its rightful owner. Example: “David Smith” Character Name: The name of the fictional persona in the game. Example: “Joshua Cable” Celestial Order: The domain of one of the four Archangels to which the character belongs. Example: “Michael” Background: The occupation and lifestyle the character belonged to before his Anointing. Example: “Professional Musician” Age: The number of years the character has lived. Example: “29” Height: How tall the character is, either in metric or imperial measure. Example: “5’10”” Weight: How heavy the character is, either in metric or imperial measure. Example: “190 lbs.” Sex: The gender of the character, generally either male or female. The Trinity: The three major groupings of character traits (Body, Mind & Spirit), each of which has four related Aspects. The ratings for each Aspect are written in the open seal (we recommend roman numerals for style). Body: The physical Aspects of the character (Agility, Attractiveness, Might & Vigor) Mind: The mental Aspects of the character (Logic, Reason, Senses & Willpower) Spirit: The ethereal Aspects of the character (Aura, Faith, Inspiration & Soul)
Sphragis Box: A space to write in either the character’s Creed, common quotes, or a small image or symbol that represents him. Proficiencies: The skills and talents of the character. The ratings for each Proficiency are written in the open seal. Specialization: A specific area where the character excels at the Proficiency, which is attained at a rating of 4.
Divinity: The divine powers granted to each Sentinel. The Echelon level of the Divinity is listed in the open seal. Celestial Divinity: The divine power granted to a Sentinel specific to his Celestial Order. Example: “Compel” Heavenly Divinity: Any of divine powers available to all Sentinels, regardless of Celestial Order. Example: “Hallow”
Blessings: Special gifts granted to Sentinels for being soldiers in God’s army. A common Blessing of “Prophetic Revelations” and the specific Blessing to the Celestial Order are listed here. Example: “The Watcher’s Warning”
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Free Will: Experience points accumulated after each game session. Free Will may be spent to increase character traits and abilities. Some players like to keep tabs of both their remaining and total Free Will.
Life Levels: A measure of the character’s injuries, taken in Banal, Lethal, or Incorporeal wounds. The negative number is the dice penalty the character suffers to all actions from the greatest wound type.
Back Side Combat: Where all the various game traits and values are listed for easy reference. Weapons: The weapon’s Name, Range (Point Blank, Short, Medium, & Long), Modes of Fire (SS, SA, BF, FA), Ammunition, Damage, and Concealability are listed here. Combat Pool: The cumulative values of different combat related rolls are listed here. Initiative is equal to Agility + Senses; Defensive is equal to Agility + Evasion; Offensive pools are equal to Agility + Handto-Hand, Agility + Melee, and Agility + Munitions. Body Armor: Armor type, the resistance roll benefit it grants at Banal and Lethal levels of damage, and its Agility Penalty (if any) are listed here.
Echelons and Rites: The name of each Divinity Echelon and/or Rite, it’s Insight and Grace cost (if any), as well as a small description of the power are listed here. We recommend grouping the list according to the Divinities to which they belong. Benefits & Detriments: Optional abilities, bonuses and penalties available to Sentinels during character generation, with space for the Benefit or Detriment’s name and its associated point value. Resources: Equipment, personal belongings, and assets available to the character, either received from his Background or gained through play. Insight: Energy used for divine powers, such as Divinity Echelons and Rites. The total rating is equal to the sum of Vigor, Willpower, and Soul. The current rating is to keep track of how many points are remaining after spending Insight. Grace: The personal understanding and status an individual has of God’s plan. The open seal is where the character’s total Grace is listed. Permanent loss of Grace reduces the total rating. The smaller seals below that are used to tick off Grace as it is temporarily spent and lost in the game.
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••• •••• ••••• •••••• •••••••
The Trinity “A threefold cord is not quickly broken” — Ecclesiastes 4:12 All characters in The Seventh Seal are made up of twelve Aspects, which are grouped into three categories called the Trinity. The basic substance behind the character’s being is represented by the Trinity Aspects, and some care should be taken to think about the allocation of points. However, the player can adjust the points in his Aspects based on later decisions and come back to this stage if he feels it is necessary. The Trinity consists of: Body, Mind & Spirit.
Body “Dust thou art, and unto dust shalt thou return.” — Genesis 3:19 Body represents corporeal values of the character. The meat and bones as it were. The four Aspects to Body are: • Agility: reflexes, gross motor skills and coordination. • Attractiveness: physical beauty and appearance. • Might: raw physical strength and muscular prowess. • Vigor: health and stamina.
Mind “With a perfect heart, and with a willing mind.” — I Chronicles 28:9 Mind measures the intellectual and mental faculties of the character. IQ, social wit and mental stability are represented by Mind Aspects. The four Aspects to Mind are: • Logic: analytical thought, raw intelligence & memorization. • Reason: social interaction and communication • Senses: awareness and perceptiveness. • Willpower: mental strength, determination and self-control.
All the Aspects start at a base of one. Sentinels are above average (they are the Chosen after all), and therefore get extra points that are distributed amongst the remaining Aspects. The player prioritizes the Trinity into Primary, Secondary and Tertiary categories. A character with a lot more brawn than brain would have Body as his primary Trinity, while a PhD mathematician would likely have Mind as her primary, and a tree hugging hippy would set his primary as Spirit. The Primary Trinity is the area that the character is naturally adept at, and hence has the most points. The Secondary Trinity is the character’s next greatest, and the Tertiary Trinity is the character's weakest. The extra points available to the different prioritized Trinities are: Primary Trinity: eight (+8) Secondary Trinity: four (+4) Tertiary Trinity: three (+3) The player should write in the value on the character sheet as he distributes the points, however no single Aspect can be given a starting value greater than 5 and remember that each Aspect starts at a base of 1. (Note that later in character generation, the Aspect bonus gained from the character’s Celestial Order can potentially raise an Aspect to 6.) Once the Trinity points are spent, the player should get a better picture of his character. Take a moment to envision why the character has the points as allocated. Once the player is comfortable with his Aspect decision, he can move onto the Background. Example: David returns to his character sheet and looks at assigning his Trinity Aspects. He categorizes his Trinity and picks Mind as Primary, Spirit as Secondary, and Body as Tertiary. For his Mind Aspects, he gives Logic 3, Reason 2, Senses 4, and Willpower 3. He then assigns his character’s Spirit Aspects and settles on Aura 2, Faith 1, Inspiration 3, and Soul 2. Finally, for Body Aspects, David gives his character Agility 3, Attractiveness 2, Might 1, and Vigor 1. Based on his Aspect ratings, David envisions Josh Cable as being a thoughtful and inspired guy who is down on his luck. He’s of average health but has a strong mind that can often be misunderstood as being jaded. With that as a primer, David starts to think about what kind of Background fits Josh Cable.
Spirit “Create in me a clean heart, O God; and renew a right spirit within me.” — Psalms 51:10 Spirit determines the innermost qualities, ethereal connectivity, and hidden traits of a character. The four Aspects to Spirit are: • Aura: charisma and emotional empathy • Faith: trust and belief in a higher power. • Inspiration: creativity, inventiveness and motivation. • Soul: power and energy of the immortal soul. The following table shows the different ratings of Aspects on a scale of 1 to 7 and their corresponding equivalents: • Weak •• Average
Worthy Remarkable Gifted Majestic Divine
Background “Remember the days of old, consider the years of many generations: ask thy father, and he will show thee; thy elders, and they will tell thee.’
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— Deuteronomy 32:7
Everyone has a story, and a Sentinel is no different. Most people had some form of occupational background before their Anointing. The Chosen come from all walks of life, and so the player must decide on a background template for his character. The following pages detail each available background in the core rulebook. Whilst there are limitless numbers of possible backgrounds in the real world, the ones that follow are designed to allow for exciting and diverse characters in a game of The Seventh Seal. The list is not exhaustive or limiting by any means, so if there is a specific background that the player is interested in, and it’s not listed below, then he and the Prophet can design their own. Keep in mind that the Prophet might have specific needs based on his Prophecy, and has the final word on allowing the use of an existing background template or the creation of a new one. Each background template has five listed Proficiencies. These are the characters starting skills and talents within the game. The player decides how accomplished his character is in the respective areas of his field by allocating the Proficiency points. There are 14 points to distribute among the background Proficiencies. The player can place as many points as he wishes in each Proficiency, within the following limits: no value can be higher than five and at least one point must be spent on each listed Proficiency. Any Proficiency with a value of four or higher gets a free Specialization (see the full Proficiency list on pages 100 to 106 for details). The following shows the different Proficiency ratings and common comparisons: • Student •• Amateur ••• Professional •••• Expert ••••• Authority •••••• Master ••••••• Genius Also listed in the background templates are resources. The character gets each of the listed resources at the start of the game. These are tools, equipment and advantages based on the background. The Prophet may allow more resources or limit those listed, so the player should check to ensure that he has all the listed resources before play begins.
Background Templates “Seest thou a man diligent in his business? He shall stand before kings.” — Proverbs 22:29 AMBULANCE PARAMEDIC Long hours, poor supplies and an ill society keeps you busy for more hours than the day is long. Sleep is a foreign country and a social life is something you hear about in other people’s lives. You’re trained to do a job that is under appreciated for the vital role it plays in the urban landscape, but you at least know you’re making a difference . . . right? Proficiencies: Human Perception, Medicine, Research, Sciences, Teaching Resources: Hospital and Lab Pass, Pharmaceuticals, Surgical and ER Tools
ARCHAEOLOGIST Secrets aren’t always revealed in whispers, and the relics of ages gone by often tell much in their silence. You wander the globe, searching for answers and uncovering even more questions. But with time comes knowledge, and time is what your life is all about. Proficiencies: Climbing, Humanities, Investigation, Research, Sciences Resources: Digging Tools, University & Museum Access Cards, Sport Utility Vehicle ARTIST Expression of thought and emotion takes many forms and you have mastered your own personal style to allow your inner voice to be heard. There are the coffee shop talkers and starving artist stereotypes, but you avoid such trappings, since your art has come into its own and you use its power to sway minds and touch hearts. Proficiencies: Art, Concentration, Human Perception, Persuasion, Seduction Resources: Art Equipment, Loft, Museum Pass, Portfolio BARFLY Your biggest concern is where you’re going to buy your next drink. Sure you’ve got your regular hangouts, but sometimes you out stay your welcome, and it pays to have a circuit. Y’know a few different places to drink around town, a few different friends you can bum money and food off of. Every once and a while you hook up with someone nice that cooks, and has a clean place, and a fat pocket. That never lasts long. The only thing that lasts is your need for the sweet burn of whiskey in your throat. Yeah, you promised God you’d give up drinking one day, but you doubt that day will ever come.
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Proficiencies: Fast-Talk, Humanities, Intimidation, Persuasion, Street Smarts Resources: Silver Whiskey Flask, Crumpled Money (Minor Resource), Grimy Apartment CABBIE The streets are full of filth. You see them, talking at street corners, making deals, and stepping into cars to go and make a quick buck. You only take clean looking customers, but every night you witness the scum and the junkies working their way out of alleys and dimly lit doorways. Pimps and whores, drunks and bums, all festering like sin. Some day a real rain will come and wipe all this scum off the streets. Proficiencies: Awareness, Mechanics, Negotiation, Street Smarts, Vehicles Resources: Taxi Cab, Cabbie’s License, Small Handgun CAT BURGLAR People like to hide things behind closed doors, and you like nothing more than to steal them away. Pure theft is boring, which is why you always leave your signature after a haul. It’s the thrill of the game that motivates you more so than the riches. You’ve got nine lives, but sooner or later, you might walk that fine line between seductive notoriety and the six o’clock news. Proficiencies: Awareness, Climbing, Evasion, Security Systems, Stealth Resources: Lockpick Tools, Fake ID, Underground Network (minor contact), Rope and Crampons COMBAT JOURNALIST/FIELD WRITER The news is out there, and you’re going to be the one to deliver it. You have idealistic goals to bring raw footage to the masses who sit glued to their television sets, but you’re finding that it’s often more vital to “be” the news than to report it. Superstardom in media journalism is killing your passion, and you're finding it harder to get the hot stories unless you compromise and focus your attention on making a name for yourself. Proficiencies: Computers, Concentration, Culture, Persuasion, Research Resources: Notebook Computer, Literary/Media Connections (major contact), Photography Equipment CON ARTIST Lies are what makes the world go around, and you’re a master of spinning. False fronts and facades are your forte and you take the concept of roleplaying to the highest level. Infiltration, information gathering and a small profit are all you ask for, and sometimes that means forfeiting your ideals to attain the objective. Proficiencies: Conspiracy, Fast-Talk, Human Perception, Negotiation, Persuasion Resources: Fake ID and Credentials, Criminal Network (minor contact), Fake Credit Cards and Bank Records COP You place your life on the line day after day, and the very people you try to protect are the same ones who are trying to kill you. It’s a paradox of society and you’ve stopped thinking about the consequences of your actions and just go from one call to the next. Sticking to the book gets harder with every day, and you
worry that the reason you became a cop in the first place is starting to fade away into the gray, rain-washed streets of the urban jungle. Proficiencies: Hand-to-Hand, Intimidation, Investigation, Law, Munitions Resources: Handcuffs, Gun, City Service Contacts (minor contact) CORPORATE Business and industry are unstoppable forces of nature, and you intend to harness their power to build your own empire. Unfortunately there always seems to be someone in the way. Everyone seems connected or has an ear to whisper into, but you keep feeling like you’re left out on some big secret. No one told you about the new executive they flew in from Zurich last week, and no one’s told you why people are missing around the office. You’re sure some sort of restructuring is going on. Maybe it’s a good idea if you find a job for another company? Proficiencies: Business, Command, Fast-Talk, Intimidation, Persuasion Resources: Condo, Corporate Charge Card (Major Resource), Cell Phone CRIMINAL LAWYER “Everyone is innocent until proven guilty.” is what you keep telling yourself, even as you defend and release murderers on technicalities. The labyrinthine mess of the legal system often keeps your mind off the moral quandary of the role you provide to society, and you pride yourself on the falsely accused who go free because of your efforts. Of course, those cases are few and far between these days, and innocence is as tangible as a fairy-tale. Proficiencies: Business, Conspiracy, Law, Negotiation, Research Resources: Active BAR License, Legal Contacts (major contact), Legal Records Access Card DILETTANTE You’re a socialite who owns the night — and likely more than a few hearts along the way. Innuendos, wit and charm are your ammunition, and the battleground is littered with hautcouture, champagne flights and luxury sports cars. It may seem superficial from the outside, but who cares about that? If you don’t understand the scene, then you don’t deserve to be a part of it. Proficiencies: Art, Command, Culture, Language, Seduction Resources: Club VIP Pass, Social Network (major contact) D.J. Bringing the bass and making people go wild in the clubs is the meaning of your existence. Driving the music to keep the crowd pumping makes you feel alive. With your skill you can mix music like the best Maestros out there. You’ve even managed to get noticed by some entertainment types. Who knows, you might become famous some day making music for the masses. Fast cars, money, and women would be your reward. Wouldn’t that be great? Proficiencies: Computer, Culture (Music Industry), Electronics, Music, Street Smarts Resources: Record Collection, Mixing Gear and Laptop Computer, Club Contacts (Minor Contact)
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INTERNATIONAL EXPLORER The world is your playground, whether it’s the jungles of Brazil or the craggy reaches of Nepal. There are always new places to explore, cultures to visit, and international barriers to break, and your motivation is only surpassed by the thrill of world-hopping. You’ve seen things that others would never believe and it’s that personal record of doing one better with each excursion that motivates you. Proficiencies: Climbing, Culture, Language, Survival, Vehicles Resources: Survival Gear, Valid Open Passport & Worldwide Open Visa, Handheld GPS INVESTIGATOR The bureaucracy of the New Millennium leaves retribution and truth lost in piles of legalities, as blackmail keeps mouths shut and justice in chains. You sidestep all of those hurdles and get to the heart of the matter. You work for a small fee that barely lets you buy new shoes, let alone lead a comfortable lifestyle. But you do it because it’s your one true love. It’s what keeps your case file overflowing and your rent paid, which is all you can ask for. Proficiencies: Awareness, Investigation, Law, Security Systems, Street Smarts Resources: Investigators License, Criminal Network (minor contact), Police Network (minor contact)
GANG MEMBER There’s a whole other world that exists under the consumer veneer of the modern age and it relies on instinct, survival, and savage power. It’s a constant struggle to stay above the rest of the dogs that snap at your heels, and your gang keeps you alive as long as you prove your worth. There’s no room for error, and you’ve seen more bloodshed in your young life than most people will ever live to tell. Proficiencies: Awareness, Fast-Talk, Intimidation, Hand-toHand or Munitions, Street Smarts Resources: Gang Network (minor contact), Illicit Goods, Small Firearm HACKER Information and lives exist in digital format and you’re a wiz with the virtual world of computers. With the click of a button, millions of dollars turn into peanuts and fame turns to misfortune. Of course, you tend to stay elusive and nobody knows your real name, which is just the way you like it. Proficiencies: Computers, Concentration, Conspiracy, Electronics, Law Resources: Notebook Computer, Online Network (minor contact), Pirate Software HOMELESS PERSON/DRIFTER There’s only one thing you’re certain of, and that’s the fact you have nothing left to show for. Your life fell apart for whatever reason, and you’ve been drifting ever since, trying to stay warm and out of trouble. You’re constantly hungry, and sometimes crime seems like the only alternative to stay alive. At least no one expects anything of you — except yourself. Proficiencies: Awareness, Fast-Talk, Negotiation, Street Smarts, Survival Resources: None
JURY RIGGER Somebody built it, and you’ll take it apart. Anything in your way is like a puzzle that can be put together in countless ways, and you want to find the best one, or at least the one that’s most interesting. The cold world of wires and electrical boards is like organic putty in your hands and nothing gets you more excited than a sample of new technology to tear into and “fix.” Proficiencies: Electronics, Lifting, Mechanics, Melee, Vehicles Resources: Mechanical Tools, Hidden Chop Shop LAB ENGINEER The world changes in the restricted confines of high-tech labs, and whether you’re adapting new strains of bacteria for global warfare or refining super-rice to stop world hunger, the effects of your work are felt far and wide. You read science and technology periodicals in your spare time and are on the cutting edge of the new age of discovery. Of course, morality and science are often confused issues and you're finding the line grows weaker with each passing day. Proficiencies: Business, Computers, Electronics, Mechanics, Sciences Resources: Home Computer, Research Lab Pass MERCENARY You’re a gun for hire and often take jobs that most public administrations are not open to discuss. You’ve had little concern of the how’s and why’s of your job, but there are times when you wonder whether your actions are justified by a cash payment and an oath of silence. You have the brains and the skills to survive in very adverse conditions, but you've come to recognize that often the situation that you are ordered to prevent was instigated by the very people that hired you in the first place. Proficiencies: Awareness, Command, Melee, Munitions, Survival
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Resources: Supply Kit, Military Base Pass, Rifle, Combat Gear MONSTER HUNTER There’ve been stories of creatures that steal away children and change shapes in the moonlight for countless generations and you are driven to seek the truth behind the fables. So many cultures all speak of the same dangers that walk the night, and there has to be an underlying reason behind it. Maybe, just maybe there’s a scientific explanation for the supernatural — but you doubt it. If there’s one thing you’ve learned, it’s that the veil of reality holds many secrets, and if there are monsters in the shadows of our landscape, you'll find them and root them out. Proficiencies: Awareness, Evasion, Melee or Munitions, Occult, Stealth Resources: Library Pass, Occult Network (minor contact), Cross, Holy Water, Stake, Silver Tipped Knife, Small Firearm MOVIE PERSONALITY Everyone knows your face; that is until the next scheduled surgery when you’re getting nose #347 and a stomach tone enhancement to boot. Your stylized flow off the tongue name is your bread and butter, and association is often more important than talent. You pick your scripts carefully, not on merit, but on publicity, PR and co-starring roles. It’s a dirty world behind the glossy finish of poster ads and billboards, but at least everybody loves you . . . until your first flop that is. Proficiencies: Awareness, Command, Human Perception, Music or Art, Performance Resources: Make-up Kit, Social Network (minor contact), Media Connection (minor contact), Props and Costumes NEO-ACTIVIST You have issues with the socio-political landscape of the modern age and aren’t afraid to speak your mind. Whether you rally for rebellion, fight oppression or stand up for human rights, the world will hear your voice and its signal for freedom. Proficiencies: Culture, Fast-Talk, Humanities, Human Perception, Running Resources: Backpack, Survival Gear, 4 Feet of Chains and 2 Padlocks NEW AGE MYSTIC Old philosophies in the modern world are called ‘new age,’ despite their proven track record and centuries of foundation. It’s that ignorance and lack of respect for old wisdom that prevails in all facets of humanity, and you do your utmost to enlighten those you meet. You utilize whatever tools suit the purpose and often gain amazing insight into otherwise cryptic situations — if only people would listen. Proficiencies: Art, Fast-Talk, Human Perception, Occult, Performance Resources: Tarot Cards and Runes, Novelty Spellbook, Magical Paraphernalia PARAPSYCHOLOGIST The mind holds secrets that modern science can’t explain and you search for answers into the mysteries of the human condition. Telekinesis, hypnosis, visions, and trances can push the mortal shell beyond the normal capacity of mortal bounds, and that
energy must have meaning and essence. You are often undermined and laughed at by your more orthodox colleagues of science and mental health, but then again, perhaps humanity is on the cusp of a new renaissance of understanding. Proficiencies: Concentration, Human Perception, Investi-gation, Meditation, Occult Resources: Occult Paraphernalia, Library Pass, Apparition Scanning Equipment PERSONAL BODYGUARD Everybody wants to be somebody, but very few actually achieve such stature. Fortunately for you, you rub shoulders with the movers and shakers of society, albeit as a living flak jacket. Your choice of lifestyle is dangerous and you’re always just outside the snapshot. But fame in your occupation normally comes with failure, and you’re more than happy to maintain a reputation of anonymity. Proficiencies: Awareness, Command, Evasion, Hand-toHand, Munitions Resources: Handcuffs, Ballistic Vest, Escrima Stick PRIEST/MINISTER/RABBI People come to you for answers and supplication, yet you find yourself plagued by the very same worries of which they suffer. You have placed your faith in your religion, yet you see hypocrisy at every turn as peaceful intentions lead to bloodshed on a massive scale in the name of divine justice. You do what you can to remedy the situation, but your gains are small, and your faith is the only thing in which you can take some solace. Proficiencies: Humanities, Human Perception, Meditation/ Prayer, Negotiation, Religion Resources: Holy Scripture, Religious Network (major contact), Holy Symbol PROFESSIONAL ATHLETE Life is about achievement, and your search for perfection at your sport is at its peak. You know that the life of a pro is numbered by years and you need to make your mark before the inevitable ravages of time get the better of you. For now, you bask in the glory that being a modern day hero brings, and that suits you just fine. Proficiencies: Awareness, Evasion, Jumping, Running, Seduction Resources: Athletic Gear, Stadium Pass, Media Connections (minor contact) PROFESSIONAL MUSICIAN Music is language of the soul and you enjoy the technical arrangement of harmonies and chords equally as much as the emotionally charged spirit of your art. There are those who see the industry as a money making machine and you’ve been tempted by the lure of the almighty dollar, but the cost to your integrity might be too much to handle. Despite your misgivings, it’s a lot nicer singing to a crowd of thousands with a pocket full of cash to show at the end of the night, than to a handful of drunks chugging back two-dollar beer. Proficiencies: Concentration, Lifting, Music, Performance, Seduction or Street Smarts Resources: Musical Instrument, Music Industry Connections (minor contacts)
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PROFILER You’ve devoted your life to understanding the most disturbing of criminal minds: serial killers, abductors, and rapists — anyone compelled by darkness to inflict pain and suffering upon their fellow man. The monsters you hunt down commit unspeakable acts. Countless times you’ve placed your sanity on the line to stop the rampage of the cruel, and more importantly to spare the innocent. With skill and insight you’ve been able to peer into the minds of these beasts, and more often than not, you don’t like what you find staring back. Proficiencies: Awareness, Human Perception, Investigation, Law, Research Resources: Laptop Computer, Law Enforcement Contacts (Major Contact), Medium Handgun PSYCHIC Comfort, closure, and peace of mind are the services you offer. For a small fee you can contact the afterworld and bring mourners in touch with their departed loved ones. Putting on a good show helps. Since most of what you do is guesswork, it pays to be as convincing as possible. There are those times when you seem to be on track without having any inkling whatsoever. You just chalk that up to luck. Proficiencies: Fast-Talk, Human Perception, Meditation, Occult, Performance Resources: Tarot Cards, Outrageous Clothes, Psychic Contacts (Minor Contact) PSYCHOLOGIST Behavior is a map of the mind. You enjoy unraveling the reasons and motivations of people through structural perception and organized exploration. Despite your best intentions, the brain holds secrets that cannot be explained, and you wonder about the possibility of the soul in the actions of humanity. The perplexing nature of man is not easily categorized and that often frustrates you to no end, but you continue your research and science with some hope that your efforts will lead to a deeper understanding of human nature. Proficiencies: Culture, Human Perception, Negotiation, Research, Sciences Resources: Library Pass, Professional Network (major contact) SAMARITAN The world is full of cruel and callous acts. You see yourself as a bastion of kindness. Amidst all of the sadness and pain, you look to do the right thing. You volunteer at shelters, help out with charities, and do selflessly good work. But sometimes, the people you work through seem to have other concerns. The needs of the community and its well-being aren’t always at the heart of the charities and fundraisers. Often, you feel that there is something else going on, and, whatever it is, it isn’t good work. Proficiencies: Humanities, Prayer, Negotiation, Persuasion, Research Resources: Homeless Shelter Access (Key or Pass), Supplemental Income (Minor Resource), Charity Contacts (Minor Contact) SECRET AGENT Your life relies on a network of planted lies and manipulated truths to create the appearance that you are a trusted ally. You try
your best to keep it professional, but all interaction and subterfuge relies on relationships with real people, and the ties that are formed often leave a tangled web. You are constantly surrounded by enemies, and the stress of even the smallest action or slip of the tongue giving away your position eats at you like an incessant sore that will never go away. Proficiencies: Awareness, Conspiracy, Electronics, Investigation, Security Systems Resources: Fake Passports and I.D., Intelligence Network (major contact), Small Firearm, Micro-Camera SOCIAL WORKER You bear witness to troubled teens, pregnant fifteen year olds, physical abuse, and child abandonment. You’ve seen every ugly side of the human family, but still you manage to keep it together and help the kids and families try to sort their lives out. Yeah, you’ve seen some lost causes, but you’ve also managed to do your fair share of good. This kind of job isn’t for everybody, but your concern and understanding seems to go further than most. And for every kid you save, you know there’s a good chance the future will be brighter. Proficiencies: Humanities, Human Perception, Interrogation, Law, Negotiation Resources: State Welfare Workers I.D., Confidential Family Records Access, Law Enforcement Contacts (Major Contact) STREET EVANGELIST There’s an apocalypse coming and the meek walk around with blinders over their eyes. You are forced to yell in order to be heard, and are subjected to abuses by the damned who are ignorant to the truth. Nevertheless, the time is nigh and if you don't spread the good word, who will? Proficiencies: Fast-Talk, Performance, Persuasion, Religion, Occult Resources: Holy Scripture, Megaphone, Soap Box STREET WALKER Through the woozy stupor of your high, you can’t remember how it started. Maybe it’s better you don’t remember anyways. Every night you get into another car and have sex with another john. A few tricks a night keeps you kind of fed, with drug money to spare. One day you’re sure you’ll get into a car, and never get out. You can count on all your fingers and toes how many girls you’ve seen go off and never come back. Sure this isn’t worth it, but you’re trapped. Who would take you in after all? Proficiencies: Awareness, Fast-Talk, Seduction, Street Smarts, Survival (Urban) Resources: Hidden Squat, Wad of Cash (Minor Resource), Street Contacts (Moderate Contact) STRIPPER You know you’re lusted after. You’ve got a perfect body and a pretty face. People pay you money for a minute or two of your time, a few dances, some salacious rubbing, and maybe a quick peck on the cheek. The thin film of lust and the money you make don’t seem to add up though. There is a void in your spirit. You feel it like a guilty tug on your heart. Sometimes you feel the need to find out what’s missing. Maybe one day you’ll find the answers you’re looking for, or maybe the answer will find you first. Proficiencies: Acrobatics, Performance, Concentration, Human Perception, Seduction
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Resources: Stash of Cash (Moderate Resource), Stripper Outfits, Cell phone, Club Contacts (Minor Contact)
Once the Proficiencies have been chosen and have been assigned available values, the player chooses his Celestial Order.
STUDENT The world of the working stiffs that you pass by each day is completely foreign to you and you have little knowledge of the harsh reality of lay-offs, economic downturns and stock options — except in theory of course! You can ramble on about the cultural impact super-models play on the minds of the current youths’ expectations of beauty, as easily as you can drop literary names and quotes to add credit to your amazing knowledge. Proficiencies: Art, Computers, Humanities, Research, Sciences Resources: School/University Pass, Student Network (major contact), School Books, Backpack
Celestial Orders
UNIVERSITY PROFESSOR Academic betterment leads to an enlightened society. Or so they say. You spend countless hours preparing course schedules and imparting your knowledge to the zombied masses of Ivy League rich kids who are guaranteed six figure positions regardless of GPA. But the Dean says they pass based on surname credentials, so you mark papers accordingly, all in the name and pride of the school. Proficiencies: Humanities, Language, Persuasion, Sciences, Teaching Resources: University/College Pass, Student Network (minor contact) Example: David looks over the list of Backgrounds and perceives, that with Josh Cable’s traits, a Professional Musician will work well. He lists the Proficiencies listed on the Background and assigns them values. He fiddles with the numbers, and finally settles on: Concentration 1, Lifting 2, Music 5 (Specialization: Bass Guitar), Performance 3, and Street Smarts 3 for a total of 14 points.
Bonus Proficiencies
“And I saw the seven angels who stand before God, and seven trumpets were given to them.” — Revelation 8:2 One of the most important facets to a Seventh Seal character is his Celestial Order. Once a character becomes a Chosen Elect to one of the now Seven Orders of Heaven, he is no longer a mundane human being and becomes a Sentinel of God’s army. Each Celestial Order has its own outlook and manner in which the war against the Legion is waged. Despite their differences, they all represent the battle of Light versus Dark and work together to achieve both their individual and joint goals. It is a good idea for a group of Sentinels (known as a Tsaba) to round out their Orders so that each has something to offer in the game. However, if all the players want to come from the same Celestial Order, then there’s nothing stopping them, and some very interesting roleplaying opportunities can arise from such a focused group. There are seven Archangels who stand before God to lend their divine nature to the Sentinels — Michael the “Prince of Light,” Gabriel the Archangel of righteous vengeance, Raphael the restorer of that which is broken, Uriel the sovereign over Theurgy, Jeremiel the guardian of spirits being delivered to Heaven, Raguel the arbiter of the heavens, and Suriel the Archangel of Death. Together they claim the Chosen Elect for their Order, bestowing them with God’s Grace and the divine power to deliver mankind from evil.
Blessings “Hast thou not reserved a blessing for me?” — Genesis 27:36
“Give me now wisdom and knowledge.” — II Chronicles 1:10 Aside from the Proficiencies gained from the character’s background, he also gains a number of points from his past experiences outside of his occupational or societal role. These are represented by the bonus points which are equal to the character’s Logic + Willpower. This represents the character's ability to retain information as well as being motivated enough to gain from various lessons of life. The player can spend the bonus points on any Proficiency. In this way, a player can hope to gain Specializations for background Proficiencies or expand his character's field of knowledge by spreading the points out over new Proficiencies. Note that a starting Proficiency is still limited to the maximum level of five. Example: Josh Cable gets a number of Bonus Proficiency points equal to his Logic + Willpower for a value of 6 points. David looks over the available Proficiencies and sees Josh as being skilled in various areas, but lacks focus. He decides on the following for his character: Evasion 1, Hand-to-Hand 2, Negotiation 1, Persuasion 1 and Stealth 1.
Blessings are given to Chosen Elect as a sign of their favor with God. Each character receives the Blessing of his Celestial Order and all Sentinels receive the Blessing of Prophetic Revelations. PROPHETIC REVELATIONS (All Sentinels) In The Seventh Seal, all of God’s mortal soldiers receive a common blessing called Prophetic Revelations. This supernatural ability occurs after the Anointing where the character realizes his destiny and the role he plays in the eternal battles of Heaven and Hell. The full details for Prophetic Revelations can be found on page 71. WATCHER'S WARNING (Order of Michael), HERALDING (Order of Gabriel), SHEPHERD'S PATH (Order of Raphael), CRY OF MARTYRS (Order of Uriel), GUIDED BY VOICES (Order of Jeremiel), RECOGNITION (Order of Raguel), SANGUINE ATONEMENT (Order of Suriel) Details for the Celestial Order Blessings can be found on page 108 in Chapter Four.
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Creed: Thou shalt be the first into danger and the last to leave it.
“And at that time shall Michael stand up, the great prince which standeth for the children of thy people: and there shall be a time of trouble, such as never was since there was a nation even to that same time: and at that time thy people shall be delivered, every one that shall be found written in the book.” — Daniel 12:1 Michael is possibly the best known of the Archangels; the “Prince of Light” who has led the army of loyal Angels against their Fallen brethren since before the dawn of mortal history. During Lucifer’s revolt, Michael seized the initiative and rallied the loyal forces of Heaven, matching Lucifer in personal combat though he was weaker than the renegade Seraphim. Terribly wounded, Michael nonetheless defeated the usurper and cast him down — taking advantage of Lucifer’s all-consuming pride. Since then, Michael has been commander-in-chief of the forces of light and the most trusted soldier in the Lord’s service. Michael’s purpose in the centuries since has been to rally and inspire the mortal servants of Heaven. Those Sentinels that bear his Sphragis are meant to lead, providing direction and authority for others to hold and respect. Michael does not place his mark upon those who are full of false bluster and bravado — he prefers men and women who have the souls of great commanders not yet discovered. At the time of their Anointing, many Michaelites are dubious of his assurances and in doubt of their own abilities. It takes the fires of conflict to bring the skills of Michael’s elect into sharp focus. Once they have gained confidence and experience, Michaelites easily break out of the shell of their own fears and become natural rallying points around which Tsaba come together. Sentinels of the Order of Michael are natural leaders and born commanders. Though time shapes them into instruments of authority and decision, many of them are anything but leaders at the time of their Anointing. Although every Sentinel goes through pronounced changes during the course of their service to light, the transformation of Michaelites is usually the most obvious and astounding.
Michaelite Aspect Bonus: Senses +1
Blessing:
The Watcher’s Warning
Celestial Divinity: Compel
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Thou shalt remember thy brother and sister and keep them safe from quiet doubts. Thou shalt make decisions as swift and sharp as the knife’s stroke. Thou shalt keep a righteous bearing and speak with a sincere voice.
Creed: Thou shalt slay, and injure, and know in thy heart that thou art a slayer and a maker of pains.
“. . . Thou comest to me with a sword, and with a spear, and with a shield: but I come to thee in the name of the LORD of hosts, the God of the armies of Israel, whom thou hast defied.” — 2 Samuel 17:45
Thou shalt be slow to anger and slower still to rest once angered. Thou shalt give no quarter to the unholy. Thou shalt wage no war whereby Heaven shall not profit.
Gabriel is the Archangel of death and righteous vengeance, charged with the termination of the ungodly and the unjust. It is said to have been Gabriel who rained fire on Sodom and Gomorrah, and it is Gabriel who will blow the final horn on the Day of Judgment. As Michael is the master strategist of Heaven’s service, so Gabriel could be called the master tactician. He is trusted to make war on darkness in his own manner and to devise means to outwit and overpower the armies of the Fallen. Those Sentinels who bear Gabriel’s Sphragis are the foremost warriors of the Celestial Orders — the toughest, the most resilient, and the staunchest in a tight spot. Gabriel eschews the seemingly obvious and looks deep into the souls of his Chosen Elect. The careless and mindlessly belligerent have no place in the ranks of the Gabrielites — his Sentinels are true warriors, slow to unleash their fury, yet terrible when they do. Gabrielites are more aware than any other Order that they must do objectionable things in the service of God, but they don’t hesitate to match the forces of Hell for brutality and aggression when the situation is dire. Gabriel’s chosen seem to have a degree of independence that leads them away from their Tsabas and other alliances at regular intervals. Those Gabrielites that put this tendency to constructive use are among the very best scouts and infiltrators the Sentinels can offer. With a thoughtfulness bordering on cynicism, most Gabrielites rapidly accept their role as the foot soldiers of Heaven’s service, taking solemn pride in the simplicity and the danger of their task. However, the Sentinels of the Order of Gabriel are more than just fighters — they are dedicated soldiers of light, carrying in their hearts the seeds of discipline needed to survive and see victory in the coming battles. Gabrielites are at home under fire, in a brawl, or with their backs against the wall, and likewise have a knack for sensing and hence avoiding unnecessary conflict. They do live most brightly in moments of crisis and violence, however, testing their conviction even when it borders on personal destruction. Every conflict is a personal crucible for a Gabrielite, a chance to burn with his truest, deepest, and most deadly purpose. What they are in times of peace is rarely any reflection of what they become in battle.
Gabrielite Aspect Bonus: Might +1
Blessing:
The Heralding
Celestial Divinity: Fury
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Creed: Thou shalt not deceive thyself. Thou shalt not fail to aid and temper thy brothers and sisters in their need. “And I adjured him by the name of the Lord Sabaôth, saying: ‘Fear God, Asmodeus, and tell me by what Angel thou art frustrated.’ But he said: ‘By Raphael, the Archangel that stands before the throne of God.’” — The Testament of Solomon, Passage XXIV Raphael is the Archangel of balance, insight, and sanctification, the divider between all elements and qualities, and the restorer of that which is lost and broken. It is Raphael who relieved Abraham of the pain of his circumcision, and cured Jacob’s thigh after Jacob wrestled the Angel Samael. It is further written that Raphael delivered a tome of medical wisdom to Noah after the Deluge to aid the restoration of the righteous tribes of humanity. As the divider of the holy and the unholy, Raphael is also a peerless exorcist and banisher of demons. In this Aspect, Raphael delivered unto Solomon his famous ring that gave him dominion over unclean spirits. Those Sentinels called to Raphael’s Order are cast in his reflection — they are healers, restorers, architects, and judges. At the heart of the Celestial Orders, they keep their comrades healthy in body and in spirit, binding their wounds and smoothing away their fears. On the field of battle, they are adept at discerning an enemy’s true nature and thereby gain power over it. It would be lazy thinking to mistake Raphaelites for pacifists, for all Sentinels expect violence and must use it sooner or later. Raphaelites have a fine appreciation of the true nature of most things and most people, the divine ideal with which the Creator has invested them. To a Raphaelite, a Gabrielite who is not violent enough is as imperfect as one who is overly fond of violence, and in equal need of balance. Sentinels of the Order of Raphael are marked by a deep personal honesty, which tends to prevent them from lying to themselves about the nature of things around them. This is a very necessary quality for healers and judges, and it crops up in some surprising places. Raphaelites are the sort of people who speak plainly, demand clarity from those around them, and seek truth before they fix blame. It is not that they see the world strictly in black and white, but that they tend to know instinctively which is which, and what falls between the two.
Raphaelite Aspect Bonus: Vigor +1
Blessing:
Shepherd’s Path
Celestial Divinity: Heal
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Thou shalt see each thing for itself as it was wrought by God, and remember His designs. Thou shalt not suffer the profane to rule the places of the holy.
Creed: Thou shalt remember that there is nothing unmade nor unregarded by God.
“. . . Suffice it to say, that Alchymy, the grand touch stone of Wisdom, is of Devine origin: it was brought down from Heaven by the Angel Uriel.” — Francis Barrett, The Magus The Archangel Uriel is the regent of the sun, presiding over matters of the heart and the greater mysteries of the spirit. He is sovereign over Theurgy and metaphysical study, and has a secondary aspect as an Angel of wrath and destruction. With command of the four classical elements, Uriel has cast floods, fires, and storm winds upon the unrighteous. It is he who granted certain sects of the Chaldean Magi insight into righteous Theurgy after they paid homage to the Christ child as the true Son of God. Those Sentinels chosen to bear Uriel’s Sphragis are an enigmatic lot, even by the liberal standards of the Sentinels. Amongst the ranks of the strange and the uncertain, Urielites are the strangest of all. Seekers into mystery, holy sorcerers, and devout spiritualists, they are called to use their Theurgy (known as Arcana) to counter the ungodly Sorcery of the Legion and its agents. Though conventional Judeo-Christian thought frowns on anything that smacks of mysticism, it has little comprehension or insight of the true difference between the holy and unholy forces. Without the power of Arcana, the Sentinels would have no direct answer to the deadly powers of Demonology, Goety, and Necromancy (to name a few) that the Legion is only too eager to share with its disciples. Sentinels of the Order of Uriel are alive in the passion of God’s mysteries, whether they knew it or not before they were Anointed. The pursuit of spiritual understanding is their prime motivator — they are like observers of knowledge in the foundation of God’s universe, there not to hoard and destroy but to report and act. They must struggle to contain their philosophical inclination, as the other Celestial Orders have a great need of their mystical talents in the everyday conduct of the war against darkness. Most Urielites seem bent and distant to others, though their strange demeanors often conceal souls profoundly at peace with the world, even when it can seem most confusing and hellish. Urielites hate the Legion not only for their crimes against creation, but also for what they perceive as a stubborn refusal to see with the utter clarity that God has to offer.
Urielite Aspect Bonus: Inspiration +1
Blessing:
Cry of Martyrs
Celestial Divinity: Arcana
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Thou shalt seek to conquer the vain and selfish arts of the sorcerers. Thy power is that of Christ, His alone, and in His name shalt thou wield it. Thou shalt not forsake the truths of the spirit for the worries of the flesh.
“Then they were all amazed, so that they questioned among themselves, saying, ‘What is this? What new doctrine is this? For with authority He commands even the unclean spirits, and they obey Him.’” — Mark 1:27 Jeremiel is the most enigmatic and mysterious of the Archangels. His domain is not the world of flesh and blood. He is the guardian of spirits being delivered to Heaven, and the judge of spirits falling to Sheol. He is the angel responsible for divine visions to mortals. It is said he is the one who granted a vision to the Judean prophet Baruch before the destruction of the Assyrian armies loyal to King Sennacherib. Jeremiel bears the instructions for all the Archangels with him, and understands the plans of the Almighty for the Chosen. Mystery, wisdom, inspiration, and foresight go hand in hand with Him. He is the balance of what is, what was, and what is to be. The Sentinels of Jeremiel deal with an intangible and terrifying world. The realm of the spirit is the hiding place of the Unquiet and the source of power for many supernatural beings. The first visitations of a Jeremielite are plagued with jarring glimpses into this underlying realm. It is a dangerous time for the Jeremielite, since all manner of hidden mysteries are revealed. At first many of the Seers think they are going insane, at least until they meet other Sentinels. Some do go mad — for a time — becoming wandering prophets guided by the spirits that only they can see and hear. The incorporeal world of spirits has its own set of dangers. The Unquiet dwell in the darkness of Sheol. These evil spirits are eager to attack anyone capable of perceiving or harming them. They plague the Jeremielites, haunting them with their presence. Eventually Jeremielites become powerful enough to deal with such threats out of hand, contesting evil spirits with a thought, and sending them back to the depths of Sheol. The Chosen of Jeremiel are tasked with righting the wrongs that the dead have suffered in life. Guided by voices of the afterlife, these Sentinels protect those left behind in the living world. The guardianship they provide delivers the unaware from the conspiracies of the Legion, or draws the loved ones of a departed soul towards redemption. In this way Jeremielites are as much wardens of the living as keepers of the dead. With aid from errant souls in the afterworld, Jeremielites act as prophets and oracles for their respective Tsabas. While conventional teaching of the scriptures warns against consorting with spirits, Jeremielites tend to have one or more such beings aiding them as messengers and whisperers of information. Such spirits are drawn from the ranks of Heaven. Others are blessed Martyrs. Some of these spirits still await judgment Creed: to be passed upon them. These spirits collectively have access to a vast spectrum of information and knowledge, as well as prophetic and supernatural powers. By tapping Thou shall carry the voice of Heaven into this, a Jeremielite can draw untold resources from a well of souls. in your spirit, Jeremielites live in two worlds at once. This dual sense of reality leaves their attention shifting frantically back and forth. Seers can seem disoriented one moment, and Thou art a light in dark times. then intensely insightful the next. Filled with a deep sense of justice and responsibility, Jeremielites meet their duties head on. When set with a task, their scattered nature Thou art a beacon to the lost becomes one of focus. Sentinels of Jeremiel also show a deep reverence for the death of and the suffering. a living being. While they don’t govern the domain of death, they deal with the world that the departed soul will eventually encounter. Seers can offer comfort and guidance to Thou shall bear witness to the passage souls moving on to the afterlife. of spirits, and in dark times, and dark places shall you walk.
Jeremielite Aspect Bonus: Willpower +1
Blessing:
Guided by Voices
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Celestial Divinity: Crossing
Creed: Thou art a beacon in dark times. Thou art truth amongst lies. Thy sight is thy sword. “Thine own friend, and thy father’s friend, forsake not.” — Proverbs 27:10
Thy judgment is thy shield.
Thou shalt uproot the unjust. Raguel the good. He is the princely keeper of the Archangels and arbiter of the heavens. Responsible for abiding the rules of the Lord amongst the Chosen and angels Punish the wicked, alike, Raguel is a mentor and a visionary. He is also an angel of insight and perception. and deliver the innocent. His gift for rooting out the wicked is unsurpassed in all the realms of heaven. Raguelites are a solid line of God’s word, righteous men and women in a system wrought with obfuscated corruption and serpentine legalities. While Raguel’s domain is the concord and bureaucracy of Heaven, many of the Chosen Elect in his name are servants within a system that is a corrupted reflection of the balance Raguel maintains. While not all of Raguel’s Chosen are born from backgrounds concerning bureaucracy and order, most have the gift of intuition and logical order. The lies permeated by the Legion infest everything in today’s society. Television spews endless stories of immorality on talk shows, newscasts, and prime time entertainment. Even newspapers and billboards secretly promote the Legion’s agendas. Within this layer of lies, the truth can be recognized by those capable of building details from inference. Raguelites can recognize these patterns through intuition. By gathering this intelligence, they can predict and determine where action may be needed to thwart the Legion’s designs. Raguelites tend to have some very wild theories based on seemingly unrelated facts and clues. They make astounding revelations about the way things truly are, and generally undergo their Anointing in such a manner. Often by looking at the details of how society and media interact a Raguelite is struck by the fact that under the layers of paper and countless electronic signals there is a dire truth mixed with the lies. Raguel visits his Chosen Elect via random passages of text seen in glimpses, soundbytes heard for a brief moment while scanning the radio, television screens showing sights of atrocities and deliverance, and finally in dreams gluing all the details together into one complete vision. This concept of gathering bits and pieces to create a big picture is a binding theme to the Order. While many see Raguelites as crackpots and conspiracy theorists, in a Tsaba they are often the mediators and peacekeepers who keep the others on track with their drive and determination. They tend to measure the actions of others and ensure that balance and order are kept in the Tsaba, not as Alpha leaders but as focused members of the team. For a Raguelite it is the mission that is important, and keeping everyone’s attention on the same purpose ensures that they complete their tasks before moving on.
Raguelite Aspect Bonus: Logic +1
Blessing:
Recognition
Celestial Divinity: Augur
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“Have the gates of death been open unto thee? Or hast thou seen the doors of the shadow of death?” — Job 38:17 In the Kingdom of the Lord many of His Archangels and angels are charged with overseeing the realm of death. Even angels devoted to peace are called upon by the Lord to work within the gates of passing. Suriel is the Archangel of Death, the trumpeter and the herald of passing. He is the Lord’s command over the forces of death and all that it entails. It is said in ancient Apocrypha that Moses received much of his divine knowledge from Suriel and that the soul of the prophet was fetched from Mt. Sinai by the Archangel and carried to life ever after. Sentinels called to the Celestial Order of Suriel always receive their visitation while they lay on death’s door. Suriel manifests in the timeless place between life and death, where he shows jarring visions of the truth to his Chosen before they die. Moments after the Chosen breathes his last breath, a Sentinel is born, and the newly awakened is brought into the fullness of life once again. The revelation of the apocalypse often shakes the Chosen to the core of his being, instilling him with a profound sense of fear and dread. The trumpeter does not waste time in explaining the truth to his elect, but relies on the spiritual strength of his Chosen to gather his emotions and look forward to the long road ahead. Most Surielites are drawn from those that die through some act of violence or sacrifice: a woman who walks in on a burglary of her apartment and is killed in the struggle, or a man who saves a child from icy waters only to drown in the freezing depths himself. Yet the Archangel of Death is not without irony, and often revives members of society who slip between the cracks, such as addicts who have overdosed on their drug of choice, or a forlorn and depressed worker who takes his life in a moment of lost hope. Once awakened from their death, the Chosen of Suriel are cast in the same light as the Archangel. Many Chosen go through complete personality changes after meeting Suriel in the deathless realm. There is little that compares to such an experience. Grim and resolute, the Elect are surrounded by an air of fatalism and determination that most other Sentinels perceive as a death wish. Suriel’s Chosen are harbingers of death, bearing the wrath of God upon the Legion, and passing final judgment on the wicked. When it comes to ending life, Surielites do so with conviction and cold responsibility. Within a Tsaba, Surielites are silent executioners. They work closely with Gabrielites, who often act as the blade that carries out their will, and both Orders have Creed: a close bond when they need to strike. Despite this clear understanding of who is Thou art the scythe and the sickle. worthy and who fails in God’s plan, Surielites rarely seem to have any desire to lead. Although they may have the role of leadership thrust upon them by circumstance, they Thou art fear and flame. avoid maintaining such positions for long. It does not serve their purpose of objective judgment to get too closely involved with those who fight alongside them. After all, In the face of thy enemy the Surielite often knows when it is another Sentinel’s time to pass as well, and this thou shalt lay final judgment. foresight can lead to strange situations. Typically a Surielite is more concerned with finding the threads of life that lead to the Legion, destroying the wicked and sending With great wrath and furious anger souls enslaved by Satan’s army back to the place that they belong. thou shalt judge the wicked.
Surielite Aspect Bonus: Soul +1
Blessing:
Sanguine Atonement
Celestial Divinity: Shadow’s Pall
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this on the bottom right hand side of the character sheet where it says Insight.
Divinities “There is a God in Heaven that revealeth secrets.” — Daniel 2:28 The Divinities are the unique powers available only to Sentinels. They are divine supernatural abilities that are more intuitive than academic, and are measured in Echelons, which are more potent as they increase. There are two types of Divinities: Celestial Divinities and Heavenly Divinities. Celestial Divinities are those directly associated with a Celestial Order. Each has one dedicated Divinity that only Sentinels who belong to that order can learn. Any Sentinel can learn a Heavenly Divinity as long as he is willing to spend the time and energy to do so. A Sentinel cannot utilize or evoke a Divinity if it is higher than his current Grace rating, although this does not prevent him from learning it (he just can’t apply that knowledge). A starting character gets two points to spend on Divinities. At least one point must be placed in his Celestial Divinity. If the player prefers, he can trade either Divinity points for an increase in Grace on a one-to-one basis. An Arcanist begins the Crusade with a number of Rites equal to his Occult rating plus one. The player selects the Rites (listed under Arcana in the Divinities section). Further Rites are gained by spending Free Will. Details for Divinities and Rites can be found on page 77. Example: David looks over the Celestial Orders and decides that Josh has the wit and stability to be a natural leader and decides to make him a Chosen Elect of Michael. He notes down Michael’s Creed on his character sheet, increases his Senses by one point (Josh Cable’s Senses Aspect goes from 4 to 5), lists his Blessings of Prophetic Revelations and The Watcher’s Warning and finally notes his Divinities of Compel and Hallow, in which he places one point each. While Josh Cable wasn’t designed from the start as a leader style of character, David thinks it will be fun to develop that side of the character’s personality as the game develops throughout the Crusade.
“Great peace have they which love Thy law.” — Psalms 119:165 One of the differences between those in God’s favor and those outside of his blessings is the trait called Grace. It is a measure of how far the character has come to understanding the divine influence that exists in the world and how close he is to God. While all people are born with Grace, some lose it over time. Having Grace is therefore not to be mistaken with being sinless. All of humanity has sin in its heart, but with discipline and faith, Grace can reside in a person’s essence and fight off the infectious evil of Taint. A character’s starting Grace is equal to his Faith Aspect, but after character generation, it is increased independently. Grace is fully detailed on page 68. A character or mortal who lacks Grace is Tainted, which is detailed in Chapter 7, We Are Legion. Example: Josh Cable has a Faith of 1, and hence starts the game with a Grace of 1. David marks this on the character sheet where it says Grace (total), and blacks out all but one of the circles. When the character spends Grace in the game, David will place a tick mark in the remaining circle and erase the tick mark when he regains his Grace through Acts of Sacrifice.
Finishing Touches “Thou hast multiplied the nation, and not increased the joy.” — Isaiah 60:22
Insight “Ask what I shall give thee.” — Kings 3:5 After a mortal undergoes the Anointing, he gains Insight, which is a measure of his ability to channel divine energy. Insight is used to power Divinities and Rites, hence it is a vital trait if a player is planning on using these gifts to any effect or regularity. Insight is a derived trait and is equal to the total of Vigor + Willpower + Soul. If any of the three Aspects that influence Insight changes permanently (either up or down) then the player must recalculate his total Insight immediately. Insight is reserved for Sentinels and other soldiers of God (such as Martyrs and Angels). Ordinary mortals never have Insight. Example: David adds up his character’s Vigor, Willpower and Soul for a total Insight of 6 points. He lists
Grace
Now that all of the numbers have been assigned, the player should look over the character sheet and adjust anything he is uncomfortable with. For example, perhaps he would like to modify some of his character’s starting Proficiencies, or adjust his Aspects to better reflect his vision of the character. Players are also more aware of the way traits effect secondary attributes (such as Insight or Grace) and adjust the ratings that influence such things. Once the player is happy with his final numbers, he should fill in the gaps of the character background and round out his history. Below are a list of questions and ideas for the player to think about in completing his Sentinel character. They are meant to provoke thought into the character design, and can lead to more interesting character development and background. Just run with it! PAST: • Where was the character born? Did he grow up there? • Was the character raised by his parents, or did someone else show him the facts of life? • Was his childhood full of fond memories or horrible abuses? Perhaps he has some childhood secrets that still haunt him to this day? • What relatives played a role in the character’s life? What
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about friends and acquaintances? Are these people still active in the character’s daily existence? • What religious and cultural background did the character grow up in? • Were the character’s previous life experiences good building blocks to his destiny as a Sentinel, or was he ill prepared for the truth?
PHYSICAL BENEFITS
PERSONALITY: • What is the character’s greatest passion? Does he have any dislikes or intolerances that he can’t ignore? • Is the character an extroverted type of person or reserved? Perhaps he has an outward persona that hides his true inner nature? • How does the character react to dangerous situations and obvious threats? Does he have any overriding fears or paranoia? • What are some of the character’s greatest virtues? What about his most shameful secrets? • Is the character easy to get along with, or does he have a lot of rough edges? • Was the character happy with his lifestyle prior to the Anointing? What sort of adjustments did he have to make to his personality to cope with the truth?
Ambidextrous (1 point) The character has the ability to use both hands with equal skill. The character does not suffer the +1 DR offhand penalty, but still must deal with multiple action penalties if they apply (such as firing two guns, one with each hand).
Example: David is pleased with his character design and starts to flesh out his past and personality. He speaks with the Prophet about some of the themes of the game and decides that Josh grew up in a poor suburb for most of his life before moving to the city. He was raised by a single mom who was under social assistance; which led him to release his frustrations and anger through music. David decides that Josh was forced to make decisions for both himself and his mother from an early age due to his lack of a father figure which is why he has Mind as the primary Trinity. David continues to look through the questions and begins to better understand who Josh Cable really is, and starts to get many ideas on how to portray him in the game once actual play begins.
Abstinence (2 point) Character’s with the Abstinence Benefit are able to refrain from needing food for a number of days equal to their Vigor before suffering any adverse effects. They still need water at least every 48 hours though.
Brawny (3 point) Your physique and workout regime make you a good candidate for a fighter. You can really lay out the punishment when you have to. Brawny characters roll hand-to-hand damage versus DR 3 (instead of DR 4). Double Jointed (1 point) Double Jointed characters are able to bend, manipulate and dislocate their limbs at joints (knuckles, shoulders, knees etc). This allows easy escape from bonds such as rope or handcuffs. A Double Jointed character lowers the DR of attempts at slipping out of restraints by one point. Immunity (3 point) Immunity grants a character resistance to the effects of a single foreign substance; alcohol, a specific disease, or a harmful chemical agent such as tear gas. All attempts to resist the effects of the chosen antigen are made at -2 DR. This Benefit may be taken twice to reflect different immunities. Keen Senses (1 point) Whether sight, hearing, taste, touch or smell, one of the character’s senses of perception are heightened. Whenever the chosen faculty is utilized, the character may gain +1 die to his Senses roll. The Benefit may be taken multiple times to represent acuteness in the other senses.
Benefits and Detriments (Optional) Sentinels are the Chosen few, gifted with divine power and God’s Grace, but they are still human. They must continue to bear the flaws of their mortal existence and strive to bring comfort in their everyday lives. Benefits and Detriments help demonstrate this concept while also fleshing out the character with unique traits. Benefits are favorable qualities of the character’s life: a nice home, physical prowess, friends and contacts, and other such things. Detriments are the other side of the coin; those things in life which hinder or harm the character. Characters may take up to six points in Benefits, but for each point taken, they must balance it with an equal amount of Detriments. For example, if a player wishes to take 4 of Benefits, then he must also take 4 points of Detriments. This stage of character generation is entirely optional, and Prophets can use some, all or none of the traits listed below. Benefits and Detriments are divided into four categories: Physical, Psychological, Cultural and Incorporeal to help distinguish them from one another.
Poise (1 point) The character has superb physical balance and equilibrium. All attempts at controlling one’s balance and weight distribution, such as when walking a high wire or trying to break a fall, are at -1 DR. Resilient (3 point) Character’s with resilience are able to recover from physical stress quicker. They take half the time needed to heal lost Life Levels. Poisons and infectious diseases have their effects reduced to last half the amount of time they would otherwise. Sleepless (3 point) Sentinels are often subject to waiting out the night in order to protect themselves or others from the dangers of Satan’s Legion. Those that are Sleepless require only one hour of sleep per 24hour period up to a number of days equal to their Vigor rating without suffering physical or mental fatigue.
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Survivor (1 point) You hang onto life tenaciously, and won’t give up even when battered and bruised. Characters with the Survivor Benefit gain +1D when trying to avoid drowning, damage from falls, or amage from any other type of environmental factor (fire, smoke, debris, starvation, or dehydration for example).
Mechanically Inclined (3 point) The Mechanically Inclined have adept skill at repairing machine-driven devices. They also have the knowledge to figure out how to operate mechanisms and appliances without instructions or having never operated such a machine. The DR to repair and operate machinery is reduced by -1.
Tough (2 point) You’ve got skin like leather or some kind of resistance to pain, because you sure can take punishment. Tough characters ignore penalties from Scratched and Bruised wound levels and halve the penalty for Broken to -1. All other penalties are normal.
Photographic Memory (2 point) Characters with a Photographic Memory have total recall of objects they have seen. After scanning objects such as driver’s licenses, documents, video footage or texts, the character may remember full detail of the object as if it were still present in front of his eyes. Specifics are committed to memory and may be called to mind at a later time. The Photographic Memory reduces all DRs to remember details of an object by -1.
PSYCHOLOGICAL BENEFITS Attuned (1 point) Attuned characters adapt to adverse situations with little difficulty. There is a connection between the universe and the character’s being. He knows what time of day it is even though he was confined indoors without windows or a clock. Lost in the dark he may still be able to find his way to safety. Characters add an extra die when making Sense rolls to adapt to contrary conditions. Charity (1 point) Charity is the virtue which allows one to respect humanity above all things. Those with the virtue give voluntarily to those in need. They are kind and benevolent to their fellow man. Characters with Charity are granted an extra die of Aura when involved with social interactions of generosity. Cool (3 point) You can keep a calm head even in the most chaotic of situations. Characters with the Cool Benefit gain +1D when rolling initiative. Determined (3 point) You can shake off the effects of your wounds completely in order to perform one single task without suffering a negative modifier. Of course pushing your body weakens it. After you push yourself to accomplish a single task, you suffer a level of Banal damage. Jaded (2 point) Thanks to whatever your life has exposed you to, you are pretty hard to shake up. Characters with this Benefit are rarely unsettled by gory sights, and gain +1D when resisting the effects of fear. Knowledgeable (2 point) Knowledgeable characters are usually informed and aware of what is currently occurring in the world. They are familiar with a wide range of subjects stemming from a welleducated background. The character with this Benefit chooses a Specialization not related to one of his Proficiencies. Whenever he is consulted for information on this Specialization, he must make a Logic roll against DR 5, re-rolling any sixes. Each success represents a single piece of knowledge the character has learned regarding the subject.
Trivial (1 point) Knowledge which has little value or importance is considered trivial. Characters who are Trivial have the answers to questions that no one else would know; “How many knives were needed to kill Damien in The Omen?,” “What was the demon’s name that possessed the young girl in The Exorcist?” “What book in the bible discusses the death of forty children by bears after some name calling?” Such questions may seem unimportant to some, but to the Guardians of Humanity that confront demons and dark minion on a daily basis, the knowledge provides the answers needed to thwart the evil plaguing their world. Add an extra die to Logic rolls to know the answers to trivial questions. CULTURAL BENEFITS Advisor (1 point) The character knows someone to consult when seeking advice. The Advisor may be a patriarch of the family, a lawyer, or a priest. Whenever consultation is needed, the character meets with the Advisor to gain insight into the dilemma at hand. Often times, a service may be requested of the character to compensate for the advice given. Alter Ego (3 point) The character has an alternative personality when assuming the role of a Sentinel. His mortal life remains separate from the divine as he hides behind false names and disguise. By day the Sentinel lives a normal 9 to 5 existence, but as the sun sets the Alter Ego stalks the night to hunt the Legion in the name of God. While in the guise of the Alter Ego, the Sentinel adds a die to all Conspiracy rolls. Apartment (1 point) The character takes up residence in a room or suite of rooms on a floor of an apartment complex. He has the financial resources to maintain the living space and pay the rent which ranges anywhere from $500 to $1200 per month, depending on the apartment’s location and size. Clerical Ties (1-3 point) Once involved with the institution of the Church, the character still has contact with the priests and clergy. He expects the parish priest to provide him with council should he need it.
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Blessings and sacraments are made available to the character, as are any other services needed. Even the church does not make provisions free of charge. Often the character must repay the deed with a donation or perform a service of his own. All social interactions dealing with the church and its clergy are made at a -1 DR. Depending on the character’s participation, his influence may span from the local monsignor to the Cardinal of the Archdiocese. Contact: Minor (1 point), Major (3 point) It is often difficult to survive alone in the world of the New Millennium. Others must be consulted for aid, be it friend, family, or sometimes an antagonist. The Contact provides the character with a person that is useful to deal with in times of need. The person provides information, goods or companionship. The services that the Contact could provide should be detailed by the player and Prophet at the beginning of play. Minor Contacts will avoid risking their lives or stability, while Major Contacts will take more advanced measures to aid a friend. Criminal Ties (1-3 point) Cities of the New Millennium are just as influenced by the Underworld as by the political machine. The mob controls illegal activities which indirectly effect the economy and society as a whole. Drugs, murder, and prostitution are just some of activities advocated by the city's crime lords and street gangs. A character with Criminal Ties may have once been a part of underworld activities. Changing his disposition upon experiencing the Anointing, the character still maintains contacts and influences the criminal syndicate to some degree. Contraband and weapons can be bought on the black market. Muscle may be hired to fill the ranks of a Tsaba strike force. Favors may be repaid for past loyalties. All social interactions dealing with the criminal underworld and street gangs are made at a -1 DR. Depending on how connected the character was with the mob, the influence may span from the corner drug dealer all the way to the Mafia kingpin. Cult Ties (2-4 point) Cults have flourished before and after the dawn of the New Millennium. Many celebrated the coming of the End Times, when all of humanity would be destroyed and only those loyal to the cult's cause would experience life eternal. The Branch Davidians, Heaven's Gate, the Order of the Solar Temples and the Manson Family have all gained recognition in the days before the year 2000. Recently, especially amongst the Marked, cults awaiting the coming of the Antichrist perform dreadful rituals in the name of Satan’s minions on earth. They flock under the teachings of the Legion, preparing for victory against God’s faithful. Many sacrifice themselves in the name of the Adversary to experience the horrors of the Abyss, only to be reborn in their Dark Lord’s image. The character may be a refugee from one of the defunct cults, or a current member who has realized it is time to break away and repent for the sins he has committed against God. Like a blemish, the ties remain, reducing all social interaction difficulties with cult members by -1 DR. The influence the character has within the cult may range from the lowliest members to their high priest or namesake.
Domicile (3 point) The character owns a home. It is a four bedroom, singlefamily dwelling, complete with an attic and basement. Finances to maintain and pay the mortgage of the home are included in the Benefit. Should the character wish to sell the home in order to gain funds at a later date, he may receive anywhere from $125,000 to $500,000 depending on the condition, size and location. Fake ID (3 point) You’ve got a complete set of identification for an alternate identity. This ID includes a Driver’s License, Credit Card, Birth Certificate, and Passport. Forged Credit Card (2 points) Having a way to charge expenses on the road is important, and it can be hard to do when the Legion is looking for you. Luckily you have a Forged Credit Card that can be used for purchases up to $2000. Using this card might draw the attention of the law, but not until after you’re long gone. Don’t leave home without it. Inheritance (1-5 point) A family member has left a property or sum of money to the character. The Inheritance could have been legacy left in a will or a trust created for the character to receive when he reached adulthood. For every point attributed to this Benefit, the character has $20,000 to invest or spend as he likes. Investments (1-5 point) The character has Investments which pays a yearly salary. At least 4-5 hours per week must be dedicated to tracking the Investments in order to benefit from the pay. The annual salary is based on $10,000 per point in the Benefit. Each time the character uses this investment it may draw the attention of the Legion at the Prophet's discretion. Major Favor (1 point) Someone owes the character a single Favor. At any point during a Prophecy, the character may redeem the Favor as long as it is within the bounds of the indebted party. The reason for the debt should be detailed by the player and Prophet at the beginning of play. Since the Favor is a one time use meant to spur further interaction, it should include some fairly influential clout. Military Ties (2-4 point) Once a soldier in the country’s military, the character has contacts within the local police, the FBI or the armed services. The character must define which agency he belonged to as well as where its base of operation is located. Access to data such as criminal files, Top Secret documentation and satellite feeds are available to the character. High tech weapons may be purchased for the right price. Mercenaries are recruited from the ranks of war veterans and bored reservists. All social interactions dealing with the military or police agencies are made at a -1 DR. Depending on the character’s service in the agency, the influence may span from the neighborhood beat cop to the General of the State Army. Political Clout (1-3 point) Although much of the political system has been corrupted by
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the infiltration of the Legion, the character has the ability to influence the politicians and bureaucracy of society. All social interactions dealing with government or public officials are made at a -1 DR. Depending on the character’s determination, the influence may span from the local Alderman all the way to the Federal Leadership. Reputation (2 point) The character’s past endeavors have earned him a reputation. Respected by other Sentinels, the character has been granted status amongst the Warriors of Light. His deeds have also reached the ears of the faithful, inspiring others to follow the path of God. Whenever interacting with other Sentinels or the faithful, the character has -1 DR to social based rolls. Safe House (3 points) You have a location where you and several people can hide in complete safety and comfort. Access to amenities like a shower with hot and cold running water, comfortable cots, a stocked kitchen, television, telephone, and internet access are also included. The safe house may have a secret entrance and concealed exits. Snitch (2 point) Similar to a Contact, the Snitch is a mole from deep behind enemy lines who provides the character with intelligence about his rivals. The information is never free. Immunity from persecution, and sanctuary from danger are often examples of what is required for the exchange of information. The Snitch should be detailed by the player and Prophet at the beginning of play. INCORPOREAL BENEFITS Arcana Resistance (2 point) Adhering to the doctrines of God, the character does not believe magic exists. All Sorcery and Theurgy used against the character, whether by Magus, Legion or Sentinel, have their Rite’s effect rolls lowered by 2 dice. The penalty is applied to all types of Rites, including those that are beneficial to the character. Blessed Blade (3 point) The sword has always represented the vanquishing might of the Archangel Michael. Upon realizing that dark times are upon us, priests and holy men throughout the world were commanded in dreams to have craftsmen tool the blades representative of the archaic weapon. Forged of iron with a pommel of metal, wood or bone, the thirty-inch double-edged swords are blessed, enhancing their ability to protect the servants of Light and punish the minion of Darkness. A character with this Benefit possesses one of these rare weapons. It causes Might + Faith +5 dice of damage versus the Legion (anyone with Entity). Against mundane enemies, the sword does Might +5 damage. Celestial Grace (5 point) Usually during the creation process, a character is unable to choose a Celestial Divinity outside of his own Celestial Order. This Benefit allows one to receive an additional Celestial Divinity from an unaligned Order at Echelon 1.
For example, Aaron is a Sentinel from the Order of Michael. His Celestial Divinity is Compel. However, Aaron chooses the Celestial Grace Benefit, which allows him to choose Gabriel’s (Fury), Raphael’s (Heal), Uriel’s (Arcana), Jeremiel’s (Crossing), Raguel’s (Augur) or Suriel’s (Shadow’s Pall) Divinity as if it was his own. In effect, the character has two Celestial Divinities. After obtaining the first Echelon of the unaligned Divinity, the Sentinel may gain additional Echelons by spending Free Will under the Celestial Divinity cost. Chaldean Alliance (3 point) Somehow in your life you’ve managed to make friends with one of the Circle of the Magi. You can now call upon a Magi for information, aid, and perhaps even magical assistance when confronting the Legion. However the allegiance goes both ways, and you have agreed to aid your Magi friend if he or the Circle ever require your assistance. Chaldean Blood (3 point) Not only are you one of the Chosen Elect, but you also have the blood of the Chaldean Magi flowing through your veins. You may learn the Arcana Divinity as if it were a Heavenly Divinity. Urielites that take this may learn an additional five Arcana Rites at character creation. Chastity (1 point) A Character who takes the vow of Chastity abstains from sexual intercourse and other forms of sexual interaction. The willingness to refrain from sexual activity reduces the effects of seduction and enticement by others and increases the difficulty of those attempting such behavior on the character by +2 DR. Entity (5 point) A dark entity or other bestial minion of Satan serves as an informant for the Sentinel. From behind enemy lines, this unholy alliance between the divine and demonic prevails. One may assume that it is the lust to vanquish its dark master in exchange for the throne of the Abyss, or a form of deceit to draw the Sentinel towards a dark end that drives the entity. Regardless, it is the closest one may get to learn the schemes that Satan has in store for humanity. In order to gain insight from the demonic ally, the character must make a Soul + Faith roll against DR 5. For every success, the character gains pieces of information which may be revealed in horrific displays left by the Entity; inscribed in the flesh of a vagrant, written in blood on the brick wall of a back alley, or spoken in demonic tongues with the help of a possessed child. Each time the character consults with the Entity, he must perform an Act of Sacrifice or lose a point of total Grace. Gift of St. Francis (3 point) Like the patron St. Francis of Assisi, the character has the ability to communicate with animals. The gifted may understand the language of nature’s beasts via an empathetic link. He may ask questions and receive a response with a successful Aura roll versus DR 4. Commanding animals to perform a task requires an Aura + Leadership roll versus DR 5. If the creature will be put in danger by heeding the character’s orders, at least three successes must be accomplished.
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Guardian Angel (3 point) Angels watch over the character with this Benefit. They protect the Sentinel from harm as well as assure that deeds made in the name of Light succeed. The unfaithful attribute this phenomenon as pure luck. The character may re-roll any action that he fails, up to a maximum of three re-rolls during a Prophecy. Anything from simple actions to Vigor attempts to resist damage may be re-rolled. Characters with Taint may not utilize this Benefit for obvious reasons. Hallowed Grounds (2 point) The site upon which the character chose to make his home has been sanctified to ward off evil. The grounds may be a church, a cemetery, or a Domicile where a priest performed holy rites. Full details for Hallowed Ground can be found in Chapter Four. Lazarus’ Gift (6 point) Upon experiencing the Dead Life Level, a Sentinel may have a second chance to carry out his holy mission on earth. Being void of Taint, the character must make a Faith roll versus DR 6. If he succeeds, after three days, he will rise from the dead void of any wounds. This Benefit may only be used once. Occult Library (3 point) The Occult Library is a collection of books, tomes and volumes of supernatural knowledge. It contains legend and lore of mythical beasts and creatures that used to exist only in nightmares. The Occult Library also contains information regarding the various magical arts practiced throughout the ages and around the world. When the Occult Library is consulted, add 2 dice to any Occult roll or Research rolls involving legends and lore. Patron Martyr (5 point) One of the Martyrs watches over you, perhaps because you serve a similar mission or because they have simply been appointed to do so. Either way the Martyr lends its abilities and skills to your cause whenever it can. You can communicate with the Martyr as if it were a normal person. However it is only present some of the time. In order to gain aid from a Patron Martyr, the Sentinel rolls Soul + Faith versus DR 5 to call the spirit. A single success means the spirit can provide aid. The number of successes determines how quickly it can come to your aid, at the discretion of the Prophet. Often, the Martyr will want something accomplished as well, so it’s a two way street. Sentinel Mentor (4 point) As a protégé to another Sentinel, the character has the benefit to learn other Divinities, Rites or Proficiencies from a fellow Guardian of Light. The Mentor ranks high in status amongst the Tsaba, which reflects a certain amount of prestige on the character. In dealing with other Sentinels, the character gains 2 dice to any Social rolls. Should he ever be in danger, the Sentinel's Mentor is likely to come to his aid. The Mentor may require his protégé to take on smaller missions in order to gain the knowledge to advance in skill. Failure in succeeding in these quests result in loss of status and loyalty amongst his fellow Sentinels.
The Sentinel Mentor should be detailed by the player and Prophet at the beginning of play. PHYSICAL DETRIMENTS Addicted (1 point) The character is devoted habitually to a drug. Choices may range from alcohol, marijuana, heroine, cocaine, “ecstasy,” etc. In order to function a day without the drug or to escape from the stress of living in a decadent world, the character must succeed in a Willpower roll versus DR 4. Failure results in the character having to find the drug, use it, and experience the effects thereof (See Chapter Five for further information and rules on drugs in The Seventh Seal). Allergy (1 point) Allergies cause characters to have adverse reactions to certain substances. Sneezing, hives, and asthma are some of the effects of exposure to allergens. Those with this Detriment must pick a substance to which they are allergic; a certain food, pollen, fur or dust for example. When the character encounters the allergen, he must make a Vigor roll versus DR 6 or fall prey to the effects of the Allergy; normally a -2 on all dice pools while in the presence of the substance. Blind (3 point) The character is unable to see. Although his other senses compensate for the loss, Agility based and visual Senses rolls are at +3 DR. Braille may be taken as a Language if the character wishes to be able to read. Boils (4 point) The Egyptians were afflicted by disabling boils when God unleashed His sixth plague upon them for refusing to free the Tribes of Men from slavery. When the Abyss collapsed, the Legion brought its own version of the excruciating affliction to plague the mortals. Many believe the sores are caused by a mutated form of Anthrax . . . but it is much worse. The character has fallen victim to the pus-filled eruptions of the skin. All social rolls are at +2 DR. Might and Agility roll DRs are also raised by +1 as the pustules make physical activity uncomfortable. Crippled (4 point) The character is handicapped. Confined to a wheelchair, he is unable to move on his own. While in a wheelchair, the character travels at a maximum of 20 meters per turn. Without it, he can only crawl. Deaf (1 point) The character is hard of hearing. It is a deformity that he was born with or had developed through an accident. Auditory Sense rolls are made at +3 DR. Distinct Appearance (2 point) You have a unique look to you, either the color of your eyes stands out or maybe you’ve got a very visible and unique tattoo. Distinct Appearance reduces the DR for people to identify or recognize the character by 1. Such a distinct appearance is easy to communicate in wanted posters, all point bulletins, paper clippings, and television newscasts.
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Infernal Infection (3 point) The minion of Satan infested the earth when the Abyss collapsed; an event marked by the breaking of the Fourth Seal. With them, the Legion carried disease and plague to infect the human population. The character has been contaminated with the harmful organisms brewed in the pits of Hell. Unable to be identified nor treated by modern medicine, the Abysmal toxins impair the character’s health resulting in +2 DR to all Vigor rolls. The only way to rid oneself of the affliction is to seek a Cure from a Sentinel with the Heal Echelon of Cleansing. Lame (1 point) Disabled due to a damaged foot or leg, the character walks with a limp. Movement ratings are cut in half. Any attempts to use his legs in a physical feat, such as Running or Jumping, are at +2 DR. Leprosy (4 point) Hansen’s disease or modern Leprosy has claimed the character. His body is covered with running sores and white patches, and he has lost some fingers or toes. Like in the days of old, the “unclean” are shunned by society. Being a pariah of the human race, all social rolls are at +2 DR, and due to the character’s horrid appearance his Attractiveness Aspect cannot increase beyond 1. Agility dice pools involving dexterity based manipulation (fingers) of objects, such as firing a gun or using tools are at -2 dice. Mute (3 point) Unable to speak, the character is labeled by many as being dumb. A Mute is unable to communicate vocally and must rely on other forms such as writing or sign language to get his ideas across. The player of the character can not verbally communicate with other players, unless their characters both understand sign language. Signing may be taken as a character’s Language level if desired. Scarred (2 point) The character retains permanent blemishes suffered from being wounded in an accident or burned by fire. Although the wounds have healed, they have left 75% of the character’s body horribly scarred and disfigured. Many shun or refrain from socializing with the character due to his terrifying appearance. All social rolls are at +2 DR. Terminally Ill (6 point) Becoming Chosen has somehow stretched out your lifespan further than normal, but the illness inside you still creeps along. Cells decay or revolt, and you feel a bit worse every day. A character with this Detriment is slowly dying, and has good days and bad days. A terminally ill character suffers a base DR 5 when performing physical actions. Inevitably the character will perish from his illness within 3 + 3D months. His Trinity Aspects may be reduced leading up to the final days of life at the Prophet’s discretion. Tired (2 point) Fatigue envelopes the character when he physically exerts himself. He remains active for a number of phases equal to his Vigor. After those phases have expired, the character must succeed in a Vigor roll versus DR 5, otherwise suffer the penalties of Life Level loss until he falls unconscious.
Should the character choose to remain active, the second round after failure, he suffers -1 dice to all pools, the third round, -2, etc. until Immobile. Penalties subside after an hour of rest. Note that the Tired Detriment only causes the associated penalty, not the actual loss of Life Levels. PSYCHOLOGICAL DETRIMENTS Chip (2 point) Yup, you’ve got something on your shoulder. For some reason you have an axe to grind with everyone you talk to, and you can be one obnoxious and abrasive person to deal with. A character with the Chip Detriment suffers +2 DR when engaging into a conversation with someone they don’t know. Prophets may also apply this penalty at their discretion when the character is acting appropriately obnoxious. Clueless (1 point) The character is oblivious to what goes on around him. He lacks attention and often fails to notice detail. Any attempts to sneak up on or blindside the character are at a -1 DR. In combat, the character’s Initiative Rating is reduced by 2 points (to a minimum of 1). Compulsion (1 point) The character is obliged to act on a recurring irresistible urge. Whenever confronted with the Compulsion, he must succeed in a Willpower roll versus DR 4 or succumb to the desire. Possible Compulsions are the need to wash one’s hands immediately, getting involved in altercations that do not pertain to the character, or sitting and standing alternately for the next five minutes.
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Coy (2 point) Relating to others is a hardship for the character. Due to his shyness, he avoids socializing with them. Speaking in public is nearly impossible, as the character fears drawing attention to himself. When associating with strangers or trying to address a crowd, all social based rolls are at +2 DR. Depressed (2 point) The character suffers from bouts of feeling worthless. He has no confidence and refuses to take chances in fear of failing. There are instances when the character will seclude himself in darkness to be alone in an attempt to hide from everyday life. Whenever the character fails in an action in which he rolled at least three dice, he becomes Depressed, unless he succeeds in a Willpower roll versus DR 5. Failure results in the character abandoning the situation, escaping to a sullen, resentful silence, and generally withdrawing from the world. Doubting Thomas (1 point) It is hard to convince this character of the truth, unless he sees it with his own eyes. The character doubts that actual demons have infiltrated the world and that the earth is in danger of being destroyed. He even doubts his own divinity at times. Even after proof positive, the Doubting Thomas tends to rationalize previous events and explain them away, especially as time passes and memories fade. Fear (2 point) A phobia overwhelms the character. Whenever he encounters the subject of his Fear, be it the dark, heights, snakes or the supernatural, the character must make a Willpower roll versus DR 5. Success allows him to face the Fear, while failure causes his body to stiffen with fright until the source is removed. Fragile Will (3 point) The character’s mental defenses are weak. Any attempts at defending against mind control or attack are made at a +2 DR (including Spiritual Conflicts). Attempts at Command, Interrogation, Intimidation, and Leadership are enhanced by three dice when used on a character with Fragile Will. Guilt Stricken (2 point) Something tragic has occurred in the character’s life of which he feels culpable. A loved one abandoned the relationship; a family member suffers from an incurable disease; or a friend stumbled in the line of fire that was meant to kill the Sentinel. For these things the character feels guilty. Whenever a situation arises to remind the character of his guilt, a Willpower roll versus DR 6 must be made. Failure awakens emotions of blame, forcing the character to break down and suffer a -3 dice penalty on all actions related to Logic and Reason. Hatred (1 point) The character has an intense dislike or ill will directed towards something or someone. An individual’s race or creed may be the subject of the Hatred, or perhaps it revolves around past injustices suffered by the character. Whenever confronted with the subject of one’s Hatred, the character must succeed in a Willpower roll versus DR 5 or submit to the burning ire within. Reason rolls are reduced by -2 dice in such situations.
Impure Thoughts (2 point) Dark sinful and immoral thoughts corrupt the mind of the character. Although never acting on the notions, they often distract the character from focusing on other things. Impure Thoughts puts the character in danger of falling victim to the dark forces that have inhabited the earth. All endeavors of the Legion to coerce the character are made at -2 DR. In addition, if the character ever loses Grace, he gains two points of Taint instead of the normal one point. Paranoid (3 point) The character has the abnormal tendency to suspect and mistrust others. Falsely sensing he is being stalked and society is conspiring against him, the character is prone to being hostile and quick to lash out at the innocent. This suspicion forces him to make an Aura roll versus DR 6 whenever there is evidence that someone is plotting against him. Failure results in a violent or otherwise hostile reaction toward the victim of the character’s delusions, whether they are grounded in truth or otherwise. Restless Slumber (1 point) A past misfortune, fear or an unknown horror occupies the character’s dreams every night, making it impossible to gain any rest. During the day, the nightmare’s images haunt his thoughts causing the character to lose concentration and focus. After a Restless Slumber, the character must make a Senses roll versus DR 4 or suffer a -1 die on all actions during the day from the lack of sleep. Tough Guy (3 point) For some reason the character has the idea that he is an unstoppable force. Tough Guys tend to open their mouths too soon and take on physical conflict without thinking about the outcome. Chalk it up to too many action movies and violent video games. A Tough Guy ignores the penalty for being Scratched on the Life Level track. However, for every damage level from Broken onwards, the character not only suffers the penalty, but rolls Willpower versus DR 5. Failing this roll indicates that the Tough Guy has been shaken by his own physical frailty, and suffers +2 DR to all actions for the rest of the scene or until he is out of harms way. CULTURAL DETRIMENTS Corrupted Loved One (2 point) Someone close to the character has been Tainted by the Legion. An inner conflict churns within the character’s soul, forcing him to choose between the illicit paramour and his destiny to combat such evils. The Loved One could be harboring a demonic entity or is initiated into the ranks of the Marked. The character easily falls victim to the paramour’s seductions. Any attempts to resist being enticed by the Tainted one are at +2 DR. Criminal (3 point) Before experiencing the Anointing, the character committed a crime (or several). He may have served a prison term for the violation or is still considered a fugitive. Although the character has been redeemed by God, society has not forgiven him for the misdeeds.
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Dark Past (1 point) There is an event from the character’s past that he struggles to keep secret. The character fears that should the event be revealed, it may incriminate or ostracize him from society. The event can be anything from associating with a cult, to engaging in adultery. Whenever evidence regarding the event surfaces, the character must make a Reason + Conspiracy roll versus DR 5 to cover up his past. Falsely Accused (3 point) The character has been charged with a fault or crime. He is innocent, but is still being held accountable for the offense. The character’s credibility has been damaged by the accusation. Encounters with authority, such as the police for example, are made at +2 DR to both social and subterfuge type rolls. Foe (1-4 point) The character is enemies with a particular being, entity or group. The character may attribute more than one point to this Detriment to reflect the strength of the Foe. At least once per Prophecy, the character has a conflict, either directly or indirectly with the enemy. Homeless (1 point) Alleyways, dumpsters and cardboard boxes serve as the character’s home. Void of money and shelter, the character must survive the harsh conditions associated with life on the streets. The character is subject to the hostilities of inclement weather, disease, crime and the horrors that lurk in the shadows of the night. Indebted (2 point) The character owes someone a debt. At anytime during a Prophecy, the person who is owed payment or service may come to collect. If the character is not prepared to pay up, he must deal with the consequences. Marked for Death (5 point) The character’s divine existence has been discovered by the Legion. Having stalked him for weeks, the dark forces have realized that the Sentinel will never be corrupted through temptation or deceit, and so must die. The Fallen have spread the word, dispatching their demonic assassins to hunt and slay the character. Seiram prowl the night to pick up the character’s scent, while Scythians mingle amongst those the Sentinel loves. The Warrior of Light has nowhere to hide. Once per Prophecy a minion of Satan attempts to take the life of the character. The confrontation is a fight to the death. The minion will lie in wait for the right moment when the Sentinel is alone. Then the assassin will lash out with infernal fury, intent to claim his soul. Obligation (2 point) The character has the Obligation to provide financial, emotional or health care to someone of importance in his life. It could be a lover, a sick friend or a child. Constantly fearful of the person getting in the way of his destiny or being targeted by the Legion, the character ensures the safety of the individual over anything else.
Rival (2 point) Another Sentinel is in constant competition with the character. The character is obsessed with triumphing over his peer. Whenever a Rival succeeds in a task that the character was unable to accomplish, all the character’s dice pools are at -1 dice for the rest of the day. Stalker (4 point) There’s someone very interested in you. Maybe a jealous ex or an avid fan has an unhealthy obsession. Somewhere out there is a single person whose entire life revolves around your worship or destruction (or both). Such a person may become an ideal tool of the Legion should he be discovered. Traitor (4 point) Sometime before being Anointed, the character betrayed another Sentinel or follower of Light to the dark forces. He denounced God and the good that struggles to survive in tribulation. Being merciful, in an attempt to have the Judas redeem himself, the Martyrs chose the character to be Anointed as a Sentinel, to give him a second chance to embrace the Light. Not only does he bear the cross of having to save humanity from evil, but the Sentinel must also struggle to save himself and revive his righteous heart. Sentinels and those learning of his past distrust the character. Any attempts to associate with other Sentinels result in +2 DR to all social interactions. The Sentinel struggles to separate himself from his old dark allies. Vices (2 point) The character is inclined to take part in immoral acts. Whether its stealing, lying, prostitution or dealing drugs, the vice takes precedence over other priorities in the character’s life. Whenever the corruptive weakness presents itself, the character must make a Willpower check vs. DR 5 or be drawn to its appeal. Engaging in the vice may lead to the loss of Grace at the Prophet’s discretion. INCORPOREAL DETRIMENTS Arcana Vulnerability (3 point) Disbelieving in the power of magic is the character’s weakness. He has no spiritual or subconscious defense against it. Difficulties to use Arcana against the character, friend or foe, are at -2 DR. Again, the Detriment is applied to Rites that may benefit the character as well as those that harm. Atheist (3 point) The character does not believe in the existence of God. He takes his divine power for granted. The only reason the character retains his Divinities is that God still benefits from the Sentinel’s actions. Still, the bond between the Sentinel and his Archangel is weak and other Sentinels tend to avoid associating with the character. All rolls regarding Divinities are made at a +2 DR. Deadly Sins (2 point) Along with plague, the Legion brought with them the Seven Deadly Sins to corrupt humanity. The character has fallen victim to one of the Seven: Pride (overbearing opinion of oneself over others), Avarice (extreme greed), Lust (strong sexual desire), Envy (jealous of another’s fortune or status), Gluttony (excessive
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eating and indulgence), Anger (passionate displeasure) & Sloth (laziness). Whenever the character is confronted with a situation to trigger his sin, he must make a Willpower roll versus DR 5 or succumb to the temptation. The Prophet determines how the sin affects the character in play. Extreme cases may result in the loss of Grace. Demonic Concubine (4 point) In order to stalk the earth, demons often possess the body of a human. The character is in love with a mortal inhabited by a demon. Denying its infernal existence, the Demonic Concubine spins a web of deceit and dominance over the Sentinel. The character will do anything for his lover; protect her, impress her and maybe even kill for her. Any attempts by others to prove that the Demonic Concubine is indeed of demonic origin are at a +3 DR. The demon gains +3 dice to manipulate the character to do its bidding. The demon and its powers should be designed by the Prophet at the beginning of play. Excommunicated (1 point) Once a parishioner of the church, the character has been officially excluded from its membership and sacraments. Many have lost faith in the institution of the church once the Legion secretly infiltrated to defame and discredit its teachings. When the faithful refused to embrace the deceitful doctrine that replaced the old, they were publicly banished from the church and left to suffer embarrassment. Now it is hard to separate the lies from the truth. All Faith and Aura rolls involving religion are at +1 DR, due to the character’s inability to affiliate with the institution that abandoned him. Faint Sphragis (1 point) All Sentinels wear the Sphragis; the symbol of their patron Archangel that marks them as divine beings. Invisible to mortals, other Sentinels have an innate ability that allows them to see the seal of spiritual energy. However, the character with this Detriment bears a Faint Sphragis that cannot be seen by either faction. Without the visible seal, the Sentinel is treated as any other mortal. Attempts at convincing another he is indeed divine and not an imposter requires an opposed Reason + Faith roll. False Idolatry (2 point) The character reveres the images of deities from a pantheon other than those worshiped by the original Tribes of Men. He neither accepts nor denies the existence of the God. Instead, the Sentinel believes his power comes from the mystical gods of Babylonia and Egypt. All difficulties to use Divinities are at a +1 DR. Halo (4 point) You are surrounded by a brilliant halo whenever you use a Divinity that requires Insight or Grace, flaring for 1D in minutes. The Halo is visible to all witnesses, including mortals, and it is impossible to hide by supernatural means. It is bright enough to act as a beacon. Stealth rolls fail automatically when the Halo is present. Infernal Dread (1 point) The character fears the supernatural, especially the demonic forces that have claimed the earth. Whenever he encounters a
demon or other minion of Satan, the character must succeed in a Willpower roll versus DR 4 or attempt to run away. If the character rolls a 1 without any successes, he freezes, stunned by fear for a number of phases equal to his Logic rating. Legion Lure (3 point) The Sentinel’s divine power serves as a beacon that attracts the Legion to his presence. Unless the character succeeds in a Soul roll against a difficulty equal to his Grace Rating, the dark forces sense the Sentinel up to 100 meters away. Those of the Order of Michael who choose this Detriment make the roll at -1 die. Predestiny (5 point) The character is to make the ultimate sacrifice in the name of God. He is destined to die so that others may be saved. Just as the Messiah gave of his mortal life to destroy darkness upon the earth, so too will the Sentinel, suffering an equally agonizing death. The worse part is that the character knows he is going to experience a painful death. He constantly has dreams and visions in which the end is portrayed. Everyday, the character must succeed in a Faith roll versus DR 6, to accept his destiny set by God. Failure subjects the character to a -1 penalty on all die rolls for the day — an effect of the discontent in waiting for his final day. The Prophet has the final say as to when the character’s death comes to pass. It should be an event that demonstrates the true sacrifice the Sentinel is making to save humanity from the clutches of evil. Stigmata - Brow (4 point) This Stigmata represents the wounds Christ suffered upon being crowned with thorns by the Roman soldiers during his crucifixion. The deep punctures often bleed when the character attempts to take the blame or amend for another’s sin. A constant pain burns through the forehead of the character, like a neverending migraine. Concentration is difficult. All Logic rolls are at +1 DR. Stigmata - Feet (5 point) This form of Stigmata mirrors the wounds Christ suffered from having a nail driven through his feet at his crucifixion. It is uncomfortable for the character to wear shoes, let alone walk or run. All movement is halved and Agility rolls involving the feet (such as running or jumping) are at +1 DR. Stigmata - Hands (3 point) Wounds corresponding to those in Christ’s hands at the time of his crucifixion are imprinted in the flesh of the character. This supernatural phenomenon causes those who are victim to experience the pain Jesus suffered while sacrificing himself to save humanity from darkness. All manual Agility rolls are at a +1 DR. Stigmata - Side (6 point) The character bears the final wound that stole the last breath from the dying Christ. This Stigmata is a gash just below the character’s heart. It is a constant reminder of the Roman’s piercing spear that fulfilled the prophecy of the Messiah. Never healing, the wound overwhelms the character with pain. The pain is so excruciating that should the character fall to a Comatose Life Level, there is a 1 in 6 chance that death will immediately claim him.
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In The Seventh Seal, the supernatural is real. The certainty of the war between Heaven and Hell has been revealed to the Chosen Elect and the illusion of reality pulled back from their eyes. Although most ordinary humans are ignorant to the truth, they have been blessed with guardians, the Sentinels, who place their lives and souls in jeopardy in the hopes that the masses of humanity shall find the faith and purity of God’s Grace before all is lost.
Of Being . . .
of Hell and given substance from the energy of damned human souls. Although they are the offspring of human beings, Nephilim are also considered fully Demonic. The full list of the hierarchy of Hell and the different types of Demonic beings can be found in Chapter 7, We Are Legion! Angelic beings are servants of the Lord, soldiers of the Kingdom of God, used as intermediaries between the Heavenly Father and His creations on earth. Sentinels interact fairly regularly with the Archangels that guide them through visions and prophecy, but the vast majority of these enigmatic, powerful beings are seldom if ever seen first hand.
“They all are the work of His hands.”
Some of the terms and mechanics presented here assume a basic knowledge of the game system. If some areas seem confusing, we suggest reading the first few pages of Chapter 5, which deals with The Seventh Seal dice rolling conventions and basic rules of the game.
— Job 34:19 The Seventh Seal divides the beings that inhabit the world into five categories. These help to determine how certain powers and experiences affect them and their vulnerability or strengths in certain situations. For example, some Divinity Echelons affect only mortals, but not supernatural beings. Mortals: These are ordinary humans that have no divine or infernal powers and lack the trait of Insight. However, the odd mortal has been known to display and manifest miracles through the power of faith. It should be noted that these rare and enlightened individuals have no infernal counterpart. The power of Heaven opens unexpectedly through love and faith, while the power of Hell must be bought — often with great cost and peril. Awakened beings are people that have been granted divine or infernal abilities. Sentinels, the Marked, and Sorcerers are all awakened beings. Animals, such as dogs for example, may also become awakened, since the Legion enhances these poor creatures to guard its agents and properties on earth. Supernatural is a catchall term for beings that live beyond the limits and needs of mortal flesh. Unquiet spirits, undead and Martyrs are supernatural, as are all Demons and Angels. Demonic creatures are unquiet spirits in the service of the Legion of Hell. The most powerful Demons are Fallen, but lesser Demons are merely malignant intelligences shaped by the Lords
Insight “Lord, I pray Thee, open his eyes, that he may see.” — II Kings 6:17 Divinities and Rites are powered by Insight, which represents the character’s ability to channel divine power in the mundane world. Insight is only available to beings with Grace. Tainted mortals and Demons never have Insight as a trait. Insight has a value equal to the character’s Vigor + Willpower + Soul. Insight is spent upon evoking a power and partially regained at dawn when the character regains his Soul rating in Insight points. Insight can also be regained through the Proficiency Meditation/Praying, which is detailed on page 117. A character cannot “regain” more Insight than his maximum rating.
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Grace
Grace and Spiritual Conflict
“If I have found grace in Thy sight, show me now Thy way, that I may know Thee.”
“As a consuming fire He shall destroy them, and He shall bring them down before thy face.”
— Exodus 33:13
— Deuteronomy 9:3
Grace is a measure of a being’s purity and standing with God. Beings with high Grace tend to have a better understanding of the forces at play in the war against the Legion. It also is a measure of a character’s general power, since those with high Grace tend to also be more knowledgeable when it comes to Divinities, and the powers that the Legion uses to hide its presence. Like a character’s Aspects, Grace can be raised to a maximum of seven points. However, it can fluctuate so a character must keep track of both his total and temporary Grace ratings. When a character spends Grace, he lowers his temporary rating by placing a tick mark in one or more of the seals on the character sheet where Grace is listed. Grace points can be regained by performing Acts of Sacrifice (see page 73), and behaving according to the tenets of Heaven. A character’s total Grace can be increased only with Free Will (experience points) at the player’s and Prophet’s discretion. Grace represents understanding on a fundamental level, so there should be more at stake with Grace development than just simply having enough Free Will to spend. A deeper relationship and respect for the divine plan are almost a prerequisite to the increase of Grace. Grace is one of the most important traits in the game and does several things, each of which is detailed below.
The fastest way to suffer a permanent loss of Grace is by falling victim during a Spiritual Conflict. The goal of a Demon in a Spiritual Conflict is to sever the connection a Sentinel has with God, and ideally Taint him by destroying his Grace one step at a time. The details for Spiritual Conflict are listed below, and explain how Grace is lost during such battles. Sentinels with low starting Grace should beware of Spiritual Conflicts until they have a better understanding of God’s plan, since Demons can literally suck them dry in a matter of seconds and leave them as barren husks that once knew God.
Grace and Divinities “The Lord thy God hath set the land before thee: go up and possess it.” — Deuteronomy 1:21 When a character evokes a Divinity that has Grace listed in its cost, the character must spend that number of Grace points in order for the power to take effect. This cost is always temporary Grace. Also, a Sentinel may not evoke a Divinity Echelon if it is greater than his current Grace rating, so care must be taken to ensure that the character is indeed able to use his Divinity Echelons after his Grace has been reduced through play. In these instances, Acts of Sacrifice are in order.
Grace and Immorality “Thy silver is become dross, thy wine mixed with water.” — Isaiah 1:22 There have been cases when a Sentinel has been overcome with arrogance after receiving his powers. In such instances, the permanent loss of Grace is normally enough for him to realize that being a Chosen Elect is a gift that must be used in God’s interest, not for his own selfish ends. Wise Sentinels heed this lesson and seldom falter twice — Heaven has grave lessons of such matters, and God is not always kind to those who do not respect His gifts and blessings. Whenever a character engages in an action that is overtly immoral, selfish, evil, or otherwise unjustified according to the laws of Heaven, the Prophet can bring down the wrath of God and penalize the character with the loss of Grace, and deduct a point from his total rating immediately. The character may be forewarned of the consequences through a Prophetic Revelation at the Prophet’s discretion. But even then, tough decisions and dilemmas can force a Sentinel to behave in a manner shameful to his Celestial Order, and more importantly, God. Oftentimes, this sacrifice is deemed necessary to fight the infernal Legion, but there are always consequences, the loss of Grace being one of them.
Example: Adriana Cruz has two Echelons of Arcana: Incantations and Theurgical Knots. However, she only has a Grace of 1, and hence is not yet able to properly utilize the second Echelon until her Grace increases to 2 points. If, at a later date, Adriana manages to increase her total Grace to 2, she would then be able to use Theurgical Knots as a Divinity Echelon. However, should she spend a point of Grace for whatever reason (say for a re-roll attempt, lowering her temporary rating to one point of Grace), she would no longer be able to use Theurgical Knots until she performs an Act of Sacrifice.
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Example: Josh Cable is at a bar one night, and starts to flirt with a cute girl who works there. He’s been lonely while running from the Legion. He doesn’t have much chance with her, so decides to use his Divinity of Compel as an asset to get her to sleep with him. The Prophet sees this as a wrongful use of his power (manipulation for selfish gain) and unfortunately for Josh, he does not receive a Prophetic Revelation. Josh succeeds in influencing her emotions and lowers the girl’s inhibitions. The Prophet brings down the wrath of God. Josh Cable loses a point of Grace permanently. Suddenly, he feels cut off from God, and seeks out Father Lazarus. Josh needs to perform an Act of Sacrifice and regain some Grace, lest he fall prey to the Legion’s attention!
Grace and Guise “Can any hide himself in secret places that I shall not see him?” — Jeremiah 23:24 Grace can be used to pierce a Demon’s Guise and attempt to see its True Form. Demons mask themselves in Guise, which hides their True Form from mortal eyes and allows them to walk the earth in the appearance of a regular mortal. When a Sentinel grows suspicious of a person, and perhaps believes him to be something other than a mortal, he can make an opposed roll using his Faith + Grace (the total, not current) versus the Demon’s current Guise rating. The number of successes gained on the roll (if any) determines how well the Sentinel sees the Demon’s True Form. It takes one Action Phase to make the attempt and requires the Sentinel to physically see the Demon. Only one target may be affected, hence a point of Grace is spent each time a character seeks to pierce Guise. In other words, it’s best for the Sentinel to do a bit of homework before piercing every possible stander-by as he walks down the street! 1 success
The Sentinel is able to tell that the being in question is definitely inhuman, but no further information is forthcoming.
2 successes
The Sentinel knows how powerful the being in question is — the character should be told the Taint and Entity ratings of the being.
3 successes
The Sentinel perceives the being’s True Form, its level of power in regards to Taint and Entity, where it stands in the hierarchy (see Chapter 7), and may thereafter view the being in its Guise or True Form at will.
Grace can also be spent to locate more mundane Agents of the Legion, such as the Marked and Sorcerers. The Sentinel simply needs to spend a point of Grace and can thereafter see the Mark of the Beast on a specific mortal in the service of Hell. Example: Father Lazarus is having a meeting with the accountant from a local church group. He starts to get some funny vibes off the person, and decides to affirm whether the accountant is actually more than meets the eye. Father Lazarus rolls his Faith + Grace, which equals 4 dice. The Prophet rolls in secret for the accountant. The good Father rolls a 2, 5, 5, & 6 for three successes! True to his suspicions, the accountant is an Entity in disguise with a current Guise rating of 7 (rather low, but he’s been busy). The Prophet rolls all 7 dice and gets 1, 2, 2, 3, 3, 5, & 6 for a measly two successes. Father Lazarus gets a margin of success of 1, and realizes that he is dealing with a creature of indeterminate power. He wisely cuts the meeting short, and goes looking for Josh Cable in order to start investigating what the accountant is up to.
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Grace and Re-Rolls “Time and chance happeneth to them all.” — Ecclesiastes 9:11 Grace can often save a Sentinel from doom, and more than once, a Chosen Elect has been thankful of God’s kinder side. Whenever the player desires, a point of Grace can be spent to re-roll all the dice in the previous action. Hence, if a character tries to jump into a moving car and fails, rather than becoming road kill, he can spend a point of Grace and re-roll the attempt in the hopes of actually succeeding. However, only one Grace point may be spent on a single action, so if the second roll proves unsatisfactory, the player needs to live (or die) with the results. Example: Josh has repented for some of his earlier sins and has regained his Grace. He’s happy that he has once again managed to feel God’s presence, but isn’t quite paying attention to where he’s going. The Prophet calls for a Senses + Awareness roll versus DR 4. Josh rolls 5 dice and gets an abysmal 1, 1, 1, 2, & 3. No successes. The Prophet realizes Josh is about to get hit by a bus and furrows his brow. Josh’s player quickly spends a point of Grace (which is a temporary loss) and re-rolls his dice. Josh sees the bus run the red light and steps back to the curb in the nick of time. He whispers a prayer to God and safely crosses the street.
Loss of Grace “My punishment is greater than I can bear.” — Genesis 4:13 It is possible that Grace can be lost permanently through both Spiritual Conflicts and extreme acts of depravity and immorality. These events are always very unsettling and have a great affect on the character. If a character loses his last point of Grace from his total rating then he is likely on the fast road to becoming Tainted. The character has a number of days equal to his Faith rating to perform an Act of Sacrifice. If he fails to perform such a deed before the time expires, then he loses Grace as a trait and gains a point of Taint in its stead. He also modifies his Spirit Aspects to reflect those of the Legion (detailed in Chapter 7). The character has fallen from the light and now walks a dark path of selfish pride, hubris, and the trappings of the Devil’s work. Sentinels that succumb to this path are prime pickings for the Legion’s minions and are often Marked shortly thereafter. Mortals tend to lose Grace mainly through immoral actions and lack of direct guidance by those who know the truth. The Legion uses tactics of persuasion and intimidation to bring mortals over to the side of the Devil. Sentinels should watch for otherwise good people who perform evil deeds with great vigilance, since there are often infernal fingers pulling the strings from the shadows. Unlike Sentinels, however, mortals have more time to atone for their sins. It would seem their ignorance buys them some time to seek the true path of God. When a mortal loses all his Grace, he has a number of weeks equal to his Soul rating to seek help and perform an Act of Sacrifice in God’s name.
This is normally perceived as the time when a person looks to God, gets therapy, behaves in ways that draw attention from loved ones, and undertakes steps to get his life back on track. If the time expires and the mortal still did not seek absolution for his sins, then he gains Taint and adjusts his Spirit Aspects, thereafter blind to God’s light and denied passage through the gates of Heaven upon the day of his death.
Spiritual Conflicts “This day is a day of trouble, and of rebuke, and blasphemy.” — II Kings 19:3 A Spiritual Conflict is a battle between God’s Chosen Elect and Satan’s servants and Demons. It is a desperate duel between love and hate, faith and avarice. It is intensely dangerous for both parties, and once begun it cannot be stopped until one participant has been defeated and rebuked by the forces he has challenged. Spiritual Conflicts occur on a plane of existence just outside the consciousness. It is the closest thing a Sentinel can ever come to feeling what the battle was like between Angels during the Fall when Lucifer revolted against God’s rule. The effects of a Spiritual Conflict are felt within the core of a Sentinel’s existence, and even a victorious outcome leaves the Chosen Elect mentally off balance. One doesn’t just clash minds and spirit with a Demon and walk away unscathed. Sentinels at once fear and respect Spiritual Conflicts, since the consequences are never subtle. Failing to overpower a Demon through such an encounter has been the doom of more than one Sentinel, yet it is the fastest way to diminish a Demon’s might and make it vulnerable. Some Sentinels with exceptional Grace and Willpower pride themselves on forcing Demons into such challenges, often with noteworthy results. However, these individuals are few and far between, and it will be sometime yet before the truly virtuous and divinely charged Sentinels grow into their powers and are able to turn Spiritual Conflicts into a more reliable weapon against the Legion.
Initiating a Spiritual Conflict “Who can stretch forth his hand against the Lord’s anointed, and be guiltless?” — I Samuel 26:9 In order for a Sentinel to initiate a Spiritual Conflict, he must use Rebuke, the third Echelon of Hallow. Demons can initiate a Spiritual Conflict by spending a point of Taint. Demons are more apt to initiate such things, and hence need no special knowledge of war and hate. It is the very substance of their being. To begin a Spiritual Conflict the initiator must physically touch his foe and succeed in an opposed Willpower roll. If the roll fails, the Spiritual Conflict does not take place, although another attempt can be made in the next Action Phase. If the roll succeeds, the two foes are locked in a contest that in actuality takes place in a matter of seconds. However, to the two beings involved, the battle can seem like an eternity. The actual game time of a Spiritual Conflict is one Action Phase, regardless of the number of rolls. The Spiritual Conflict is
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resolved before all other Actions that might be occurring in the same Action Phase. In this way, external factors, such as gunfire, enemy attacks, or even a falling building are “frozen” in time and have no influence on the two combatants. Once the Spiritual Conflict has begun, both beings make opposed rolls using Grace (Sentinels) versus Taint (Demons). These rolls are made with a dice pool equal to the total rating, not the current rating. For example, Joan Archer used two points of Grace earlier that day, leaving her with three points remaining. However, if she engages in a Spiritual Conflict, she rolls five dice throughout the resolution. The winner of each round reduces his opponent’s Grace or Taint by the number of successes rolled. This reduction of Grace/Taint is temporary, just as when a point is spent voluntarily. However, once a participant has his temporary Grace/Taint reduced to zero, he is defeated and loses the Spiritual Conflict. The victim of the battle then loses a Grace/Taint point from his total rating immediately. If a Sentinel was forced into a Spiritual Conflict with only one point of Grace and then loses (not unlikely an event!), he falls into a spiritual coma and may be tainted by the enemy. The Demon gives up a point of Taint permanently and makes a Malice roll versus DR 7. If the Demon gains a number of successes equal to or greater than the Sentinel’s Soul rating, then the Sentinel becomes tainted. In a number of hours equal to his Faith rating, the Sentinel will gain the Taint trait permanently and thereafter serve Hell. The character should modify his Spirit Aspects as detailed in Chapter 7. Furthermore, the fallen Sentinel has an affinity to the Demon that tainted it, and can be possessed by the Demon at any time. This is obviously a huge loss for the army of Heaven and generally marks the end of the Sentinel’s friendly involvement with his Tsaba. To avoid this downfall, the Sentinel needs to be affected by the fifth Echelon of Heal: Saintly Touch. If he manages to be freed of the Taint by Saintly Touch, then he recovers from the coma and needs to perform an Act of Sacrifice to regain Grace as detailed above in Loss of Grace. For agents of the Legion, losing Taint weakens their standing in the hierarchy and potentially brings them closer to the burning light of God (which is a bad thing as far as most Demons are concerned). If a Demon with only one point of Taint is defeated in a Spiritual Conflict, then it is sent to Hell and likely enslaved by more powerful members of the hierarchy. Of course, Demons never forget, and will plan its revenge on the Sentinel responsible for its earthly demise. Example: Joan Archer has been tracking a suspected Demon for a number of weeks and finally corners him at the daycare where he works. She sets up a meeting with the “childcare worker” under the pretense of being a parent. Joan walks with the suspected Demon to the playground out back, however she lacks subtly in her role as a Sentinel and starts intimidating him too soon. The childcare worker is in fact a Demon and spends a point of Taint to see the Sphragis on Joan’s right hand. He realizes he’s in danger and places his hand on her wrist. The Demon spends another point of Taint and attempts to initiate a Spiritual Conflict! The Demon makes an opposed Willpower roll against Joan. The Demon has a Willpower of 6 and rolls 1, 1, 2, 5, 5, & 6 for three
successes. Joan only has a Willpower of 2 and rolls a 1 & 3 for no successes. The Demon manages to lock Joan in a Spiritual Conflict. The Demon has a Taint rating of 5, and Joan has a Grace of 5. However, the Demon has already spent two points of Taint (one to see the Sphragis and the other to initiate the Spiritual Conflict), and hence is at a slight disadvantage. They make opposed Grace versus Taint rolls to resolve the Spiritual Conflict. They both have 5 dice throughout the battle. The Demon rolls 1, 1, 2, 6, & 6 for two successes. Joan rolls 1, 2, 2, 3 & 6 for one success. The Demon beats Joan in the opposed roll by one point, and so Joan loses a point of Grace and places a tick mark in one of the Grace seals on her character sheet. Joan reels from the Demon’s assault, but the pain is all in her mind and spirit. Both the Demon and Joan are still standing in the playground, apparently engaged in conversation. Neither combatant has proven victorious after the first round, so another round ensues. The Demon rolls 5 dice again and gets 1, 2, 3, 4, & 6 for two successes. Joan rolls 5 dice also and gets 1, 4, 4, 5, & 6 for four successes! Joan beats the Demon in the opposed roll by 2 points, hence the Demon loses 2 points of Taint, leaving him with only 1 point remaining. The Demon feels Joan’s Grace shoot through its core and screeches in agony. The next round, the Demon rolls 5 dice and gets 1, 2, 4, 5 & 6 for three successes. Joan makes her roll and gets 2, 3, 4, 4 & 6, also three successes! The Demon and Joan are locked in each other’s metaphysical grips, neither able to gain an advantage over their adversary. Another round quickly follows and the Demon rolls 2, 3, 4, 5, & 5 for three successes. Joan rolls 4, 5, 5, 6, & 6 for an amazing five successes! Joan beats the Demon by 2 points, however the Demon only had 1 point of Taint remaining and is reduced to zero. The Demon permanently drops his Taint from 5 to 4 and falls to his knees in front of Joan, with his hand still on her wrist. Joan gets ready to drive her knee into the Demon’s face and start beating him to a pulp, however a bunch of children run over to him and ask him if he’s okay. As the children help the Demon back to the daycare (while giving Joan strange looks), he glances back at her and winks with a wry smile. Joan realizes she can’t continue the fight here in front of all these kids, so she retreats in order to set an ambush at a location that won’t place the children at harm.
Prophetic Revelations “When I saw him, I fell to his feet as though dead. But he placed his right hand on me, saying, ‘Do not be afraid; I am the first and the last, and the living one. I was dead, and see, I am alive forever and ever; and I have the keys of Death and of Hades. Now write what you have seen, what is, and what is to take place after this.’” — Revelation 1:17-19 Prophetic Revelations are Angelic visions given to a Sentinel as a form of guidance, warning and insight. They foretell of events and of things yet to come in a manner that is at times open to interpretation and at others defined in imaginative clarity.
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action, and not force them to comply with one desired path or outcome. At the start of every Prophecy, each Sentinel character receives one Prophetic Revelation. This initial vision is often shared with the other Sentinels in the Tsaba and can provide the catalyst for the group joining together in the fist place. However, the Prophet also rolls each character’s Faith + Inspiration versus DR 4. This roll is done in secret, and is very important since it represents the amount of Prophetic Revelations a character will receive throughout the upcoming Prophecy. Prophetic Revelations can occur at several times in the game, and are used to aid the characters with some cryptic, yet divine, wisdom. Example: At the start of the Prophecy, Brian (the Prophet) rolls Faith + Inspiration for each Sentinel in the group. He rolls 4 dice for Josh Cable, and gets two successes. He then rolls 4 dice for Father Lazarus and gets two successes for that character also. He rolls for Joan Archer, with 6 dice and gets three successes, and finally for Adriana Cruz (6 dice) with only one measly success! He makes a note of each character’s successes, since they represent the number of Prophetic Revelations each character will receive in the upcoming Prophecy. As a character receives a Prophetic Revelation, Brian will lower the character’s total by one point.
The visions depict allegorical images bestowed by a Sentinel’s Archangel and are never delivered by another entity or being. The emotional and spiritual connection that a Sentinel has with his Archangel is impossible to duplicate and Demons have long ago given up trying to mimic the Archangels and the messages they send to their Chosen. It is through Prophetic Revelations that Sentinels interact with their Archangels. The culmination of the visions is consistent with each Sentinel’s state of mind and boundaries of mental acceptance; something to which the Archangels are sensitive. The images are often inspired evolutions of a Sentinel’s innermost thoughts and feelings as much as they are external intrusions by divine might. However, the manner in which Archangels deliver the Prophetic Revelations generally falls with the tenets of their respective Celestial Orders. For example, visions received from Michael tend to show paths of proper action and overcoming obstacles, while the visions Gabriel sends to his Chosen Elect deal more with future conflicts and active aggression. Raphael looks out for the Sentinel’s well being and how best to keep those in danger from falling prey to the forces of darkness, and Sentinels of the Order of Uriel receive visions that unfold mysteries, secrets, and knowledge. Prophetic Revelations are there to assist the Sentinels in uncovering clues to which normal people are not privy. They are generally fairly ambiguous and poetic. Waking dreams, superimposed realities, and subjective alterations to the world to which the Sentinel interacts are all elements of Prophetic Revelations. When the Prophet describes a Prophetic Revelation to the characters, he should ensure that some elements of future events are hidden in the visions without making it too obvious. Heavy uses of symbolism, coded messages, and whispered thoughts make for exciting and engaging Prophetic Revelations that will drive the players to discover more about the challenges that lie ahead. They should be used to motivate the characters to
Often, Prophetic Revelations happen spontaneously and without warning. Once a character receives a Prophetic Revelation, the Prophet deducts a point from his total until all his Prophetic Revelations are used up. Shared visions reduce each character’s total by one point. Those with higher Faith and Inspiration will likely have more Prophetic Revelations throughout the game, so the Prophet should be careful to spread the visions out over the course of a Prophecy, or at least during key instances of the storyline (Chapter 6 has more Prophet specific details on running a game of The Seventh Seal). Character’s can also do what is called Supplication, and ask God for guidance by means of a Prophetic Revelation. Supplication lowers the character’s total allowable Prophetic Revelations by one point. The Prophet provides a vision during or after Supplication. Supplication should occur as in-game events. For example, perhaps the character goes to a holy site and prays to God for a sign or omen, after which, the character receives a Prophetic Revelation. The player simply asking the Prophet for a Prophetic Revelation out of character should be avoided at all cost. Prophetic Revelations are also sent by Archangels as warnings when one of their Sentinels is about to engage in an immoral or selfish action that will result in the loss of Grace. These act more like omens, and are immediate and personal, giving the Sentinel a warning that lacks subtlety. Shoots of pain, images of the Fall, and vicious consequences are often the telling signs of such forms of Prophetic Revelation. If the Sentinel heeds the warning and refrains from behaving in discordance with the laws of Heaven, then nothing happens (save the use of a Prophetic Revelation from the character’s total). However, if the Sentinel ignores the warning, then he loses a point of Grace immediately as punishment for his crime. Guidelines for immoral acts and behavior that can result in such penance are dealt with in Loss of Grace (above) and also in Acts of Sacrifice later in this chapter.
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Struggling against the roaring maelstrom, Adriana is swept from her feet as she attempts to rise, the swirling mass of violent, chaotic ether tossing her like a leaf. Helpless to defend herself from the elemental onslaught, she is carried away into the eternal dark and, without warning, finds herself standing in an alley, peering into the depths of a looming figure. The dark being walks from out of the shadows. A child. Alone. Without hope. A soiled nightgown. Feet splashing a puddle. A street lamp watches with a cold luminescence. Locusts pour from the mouth of the shadowed figure as it stretches its arms toward the child.
Example: A Prophetic Revelation at the Start of a Prophecy Joan restlessly tosses and turns as a drizzle of rain “tiptaps” against her bedroom window. Joan’s breathing slowly becomes labored and deep, as she blocks out all thoughts from her mind, concentrating on the droning beat of rain hitting her window. Soon, her consciousness slips into the blissful realm of sleep. The screams of a hundred lost souls intrudes upon the Gabrielite’s slumber. She wakes with a start, flashes of lightning attacking her walls, casting shadows upon the surfaces of the darkened . . . alley? Joan feels the cold pavement under her body as the rain slices through her clothes, engulfing her in an icy embrace. She stands disconcerted yet aloof, spying a dark figure approaching her from the opposite end of the alley that was her bedroom just moments ago. She squints at the figure as it approaches, unable to determine its features. But the feeling that rises within her tells her more than her eyes reveal, and she senses the embodiment of evil and darkness. “Thou shalt give no quarter to the unholy.” Her Creed. She knows what must be done . . .
Father Lazarus, while slumped in a musty mattress, prays to a God that has long abandoned him. The homeless mission now serves as his shelter. Excommunicated from the church where he once preached the word of God, he hides from those who call him a heretic — those who have adopted sin, lust, and deceit. Lazarus cups his face as if to shield tears from an unknown watcher. How Christ must have felt as he hung nailed to the Crucifix, slowly dying and praying to an unresponsive God. Lazarus removes a hand from his face and reaches up to grab the bedpost, to prop himself up. Instead of the familiar feel of cold, tarnished bronze, his hand grips a woman’s arm. Jumping up with a start, Lazarus finds himself gazing into the lifeless eyes of a rain-drenched woman, standing corpselike against the wall of a desolate alley. Before he can react, the inky-black shadows of the alley swallows her like the silent coils of a python. Lazarus reels from the abhorrent semblance before him and stumbles onto the cold, hard pavement. Bewildered, he frantically searches for the woman when suddenly he is frozen with fear as a whispered breath caresses the back of his neck . . .
Seated in lotus position within a circle of protection, Adriana meditates, cleansing her spirit to learn the mysteries the night has in store. Candles flicker and finally blow out from a breeze that passes through the room; a breeze that emanates from closed windows. The draft intensifies without warning, throwing itself into a torrent of harsh wind and biting cold rain. It bites and stings into the mystic’s flesh as she kneels, helpless against the elemental forces her Archangel commands.
Blood. Broken bodies. Strapped down. Carried on stretchers. Long hallways of white. A pit of fire. The child lies at the edge of the fiery pit. Two shadows stand nearby. They smell like rain. The child rolls over and smiles, as a locust protrudes from out of her gaping mouth. A single tear. All is black.
The Sentinels awake, relieved that the Vision has passed, yet a lingering dread remains. Contemplating the Prophetic Revelation, they look within themselves for understanding, for meaning. Soon they will meet, and prophecy will become truth.
Acts of Sacrifice “These six things doth the LORD hate: yea, seven are an abomination unto him: A proud look, a lying tongue, and hands that shed innocent blood, A heart that deviseth wicked imaginations, feet that be swift in running to mischief, A false witness that speaketh lies, and he that soweth discord among brethren.” — Proverbs 6:16-19 Morality is more than a passing fancy for the Sentinels of The Seventh Seal, much more than a philosophical point to ponder. The Sentinels are the servants and soldiers of God, and each of them has been given proof of the Lord’s existence and His abiding judgments. There is no moral relativism in The Seventh Seal — although the Lord does indeed move in mysterious ways, His commandments are firm and clear. The Lord of The Seventh Seal does not judge His creations on the accidents of their birth, nor upon their thoughts and fancies, but upon their decisions and their actions. Although it is His wisdom that His creations should have absolute freedom in those decisions, it is also His incontrovertible will that there are decisions deemed right . . . and then there are the decisions deemed wrong. This is not to say that context and situation have nothing to do with morality. On the contrary, they are very important to a character and the manner in which he lives his life. However, a
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vital part of faith in God is the belief that in every situation, no matter how confused and convoluted it might seem, some choices are always going to be better than others according to the laws of Heaven. Moral decisions lie at the heart of everything a Sentinel does. The Legion scorns the authority of Heaven and spits upon the very idea of sanctity. The philosophy of the Legion, distilled to its poisonous base, is that the ends justify the means. Yet in the eyes of God, the ends do not justify the means, and the Legion is damned precisely because of this selfish concept. Sentinels must do their utmost to prevent themselves from operating in a manner that represents the Legion. They are often forbidden to do that which would be most effective, vicious, instantaneous, and irrefutable. They must measure each situation before they act, and thus if all possible actions seem improper and ungodly, then it is certain that they have fallen victim to the Devil’s trickery. In some respects, Sentinels have their hands tied, but the righteous path is the only one that can lead to salvation. Despite the apparent restrictions imposed on those who know the Grace of God, the Lord does not actively act to stop or prevent His soldiers from choosing an improper course of action. Rather, He expects that they will use their hearts and minds to make the right choice. After all, He was the one that gave them the wisdom to discern right from wrong. Sentinels are the conscious enforcers of a Heavenly mandate, not the nerveless puppets of Divine Will. Maintaining this delicate and vital balance is one of the unique trusts held between players and Prophets in The Seventh Seal. Nobody said being a Sentinel was easy.
Moral Judgement and Consequences “I will judge thee according thy ways, and will recompense thee for all thine abominations.” — Ezekiel 7:8
Characters in The Seventh Seal must measure the morality of their options and accept the consequences of their actions. There is genuine and tangible benefit to be gained from striving for honor, justice, and righteousness in the form of Grace. Although the Legion is free to act in the most treacherous and debased fashion it can imagine, none of its servants enjoy the simple bonds of trust and friendship forged by good men and women. In a way, character behavior is self-regulating: Sentinels that take immoral, foolhardy, and questionable actions lose the trust of the other Sentinels in their Tsaba, and must face the judgments and guidance of their peers. Sentinels that act with good faith and a conscientious spirit increase the effectiveness of their Tsaba as a fighting force and increase unity and cooperation. Taint is the end road for those who spurn morality in favor of avarice, pride, and moral disdain. It is the spiritual antithesis of Grace. Taint is a stain upon the soul, present in all creatures, but manifest in those who have lost all light and now live in shadow. It is a subtle and wicked poison that can take root and gain strength all too easily. However, Taint is not a forceful power that possesses a character, but rather a numbing, seductive lure that attacks by attempting to turn a character away from faith and trust in the moral judgments of God. Taint attempts to replace guilt and remorse with blind self-confidence and ex post facto justifications. As a character loses Grace, Taint moves closer to taking up residence in a character’s spirit. He becomes more inclined to shrug off the need for moral judgments, and more inclined to trust his own opinions rather than the will of God. This is the slippery slope down which all agents of the Legion have fallen, including Satan, the Prince of Hell. The ultimate result is a spirit utterly dedicated to personal gain, living only in fear of losing one’s power and acquisitions, acknowledging no authority beyond transient desires. At its most basic level, the tool used by the Prophet to enforce the consequences of immoral decisions is to penalize characters with the loss of Grace. This is only done when a character behaves in an immoral or grossly irresponsible manner and is generally forewarned by a Prophetic Revelation (see
The Morality Scale “Do that which is right and good in the sight of the Lord.” — Deuteronomy 6:18 The Prophet can use the morality scale as a general tool for rendering moral judgments. Immoral and irresponsible actions are ranked in order from least harmful at the top of the scale to most harmful and unholy at the bottom. The Prophet should keep track of character decisions, removing Grace based not only on specific situations but also upon general trends in each character’s decisions. The more vehement and arbitrary a decision is, the faster a character loses Grace. IMMORAL DECISION Self Indulgence: Deceit: Covetousness: Malice: Presumption: Atrocity: Abomination:
EXAMPLE acting out of jealousy, greed, envy, selfishness or lust. lying, cheating or bearing false witness. engaging in adultery, robbery, extortion or theft. assaulting without provocation, taking pleasure in other's anguish, grief or humiliation. causing death or disaster through a lack of foresight, responsibility or consideration. indulging in murder, rape, torture or terrorist activities. engaging in deliberate mass murder, ritualistic murder, or calculated and wide scale war against God’s plan and servants.
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above). No dice rolls are involved in this process — it is the responsibility of the Prophet to make a moral judgment using the standards and ideas presented here, as well as his own perceptions — and to make that judgment clear to the players. While players are of course free to argue from different perspectives, it must be stressed that the question of morality in The Seventh Seal is not one easily wriggled out of. It is a distinct line that is always present (if not always seen), regardless of whether or not it is actually crossed. It must also be stressed that the loss of Grace for immoral deeds is not just a matter of punishment. God is not arbitrary in his definition of right and wrong — if something is wrong in His eyes, it is because that thing is genuinely hurtful to the war or His creation on some level. Even if a Sentinel makes a conscious decision to take an immoral action with the best of intentions, he cannot escape the harm his action will have on the spirit. The more a human being lies, steals, or harms others, the easier and more natural those actions become. This is the invisible mechanism in which Taint unravels itself and takes over a person’s soul. Small instances of self-indulgence or simple deceit are generally not enough to justify the loss of Grace, though a prolonged display of such behavior is a different story, as well as those instances where someone is victimized by the action. Human beings are, by their very nature, imperfect, and Sentinels are under far more pressure than most to minimize those shortcomings. The loss of Grace is generally unavoidable at least once in a person’s life: everyone breaks down, acts in anger, or makes mistakes from time to time. However, if characters are losing Grace through immoral actions every Chapter without reasonable efforts to redress their sins and seek absolution through Acts of Sacrifice, the Prophet and his players need to discuss the conduct of the game. Perhaps some views need to be clarified which will remedy the situation. Loss of Grace is ideally used as a measurement of how many hurtful but necessary things a Sentinel can deal with before the spiritual conflict becomes too much to bear; before faith must be reasserted over numbness and avarice. Here are some rules of thumb to be used by the Prophet in making decisions on character morality: • Characters are never assumed to be correct merely because they are Sentinels: Sentinels are invested with a great power and trust and, as a result, must adhere to moral discipline with both eyes open. To do anything less makes them as wayward and blind as the Legion they oppose. Investment as a Sentinel is not a license to act without forethought. • Characters must take responsibility for intentions, not just for results: Sometimes, good things come from bad decisions. Circumstances may also prevent a character’s bad decisions from having full effect. For example, a character may decide to murder someone in a fit of rage, and the gun may jam as the trigger is pulled. That character must still deal with the fact that a decision was made and action was taken to end a life. • Character absolution is a blessing that is earned through sincerity, not assumed by default: The Lord has the power to heal the wounds of the spirit that are caused by injustice, wrongdoing, guilt, and sin. The salvation of Jesus Christ is freely offered and freely given, but to receive it a human being must take the last few steps on the path of faith by his own will — an Act of Sacrifice.
Recovering Grace Through Acts of Sacrifice “They hear thy words, but they do them not.” — Ezekiel 33:32 Grace may be regained if a character repents of his actions in a sincere and committed manner, known as an Act of Sacrifice. Although characters in The Seventh Seal are granted salvation by the Grace of God and not by the works of mankind, for the purposes of the game, character behavior serves as the best barometer of sincerity and intent. Self-sacrifice is one of the purest expressions of a character’s faith in the will of God and of his own role within God’s plan. Just as selfish, hurtful, or irresponsible actions can swiftly result in the loss of Grace, selfless, risky, and virtuous actions can nourish the spirit. Grace should always be recovered in a fair and conservative fashion, taking into account how the character in question tends to lose it in the first place. If, for example, a character is constantly spending Grace to re-roll dice in trivial situations, then his recovery of Grace might be slower than a character who is constantly purging evil and successfully piercing the Guise of Demons that live among us.
The Promise of the Lamb “And he took bread, gave thanks and broke it, and gave it to them, saying, ‘This is my body given for you; do this in remembrance of me.’” — Luke 22:19 Another pillar of The Seventh Seal is the lasting and ever-present legacy of the death and resurrection of Jesus Christ. No moral transgression, no wrong decision is so great and terrible that its blemish upon the soul cannot be washed away by the gift of forgiveness. Christ, the Son of God, took the sins of all mortal men and women upon Himself, and in exchange gave the promise of salvation to all those who believed in His love and repented of their evils and their failings. This forgiveness is a gift so subtle and profound that it might not seem, at first, to join philosophically with the other clear rules of morality — that there is a line between right and wrong in every set of circumstances. After all, if eventual forgiveness is assured, why should any immoral decisions made along the way be of concern? The conceit of The Seventh Seal is that the eternal grace and forgiveness of Christ has but one prerequisite — having nothing to do with mortal rituals or doctrine of any kind. All that salvation requires is sincerity. Asking to be forgiven is not the same as truly wishing to be forgiven within the very essence of one’s being. The first implies a self-motivated plea to simple authority. The second implies genuine recognition of wrongdoing, and a sincere spiritual desire to assuage the guilt of that wrongdoing through a dialogue with the one and only judge whose opinion truly matters. The importance to all of this is that, once again, the ends do not justify the means. There is a clear moral difference between the Sentinels and the Adversary, an obvious dichotomy of both
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motive and behavior. This is not because they receive a special exemption from God, nor because a tiny miracle manifests whenever it is necessary to save them from immoral deeds, but because Sentinels symbolize divine righteousness and justice. Faith cannot exist without sincerity, and thus nor can the Sentinels.
Grace Recovery The following guidelines represent the recovery of Grace up to the character’s maximum total. The Prophet can award these points at any time during a game session, normally just after the Act of Sacrifice has been completed. Use the examples as samples, not hard and fast situations. If a character does something that should result in the recovery of temporary Grace that is not listed below, then the Prophet should feel free to grant the point. After a while, the players will begin to realize what constitutes expedient Grace recovery, and likely begin to play their characters in accordance to the laws of Heaven. This growth and understanding is paralleled as their Sentinel characters will likewise propel the story and the game into the driving themes of prophecy and deliverance. GRACE RECOVERED 1 point
EXAMPLE He makes a continuous and deliberate effort to act responsibly and morally.
1 point
He supports his fellow human beings by reaching out to them and aiding them in their problems and worries.
1 point
He explores his faith and his personal relationship with God and learns from past lessons.
1 point
He performs his duty as a Sentinel without regard for selfish goals and feelings.
1 point
He fights the Legion, not to attain glory or for the joy of violence, but on behalf of God and His creations.
1 point
He performs and acts according to his Celestial Order’s Creed.
1 point
He gains new insight into his existing divine powers.
2 point
He learns a new Divinity Echelon or Rite.
2 point
He deliberately injures himself or exposes himself to extreme danger to prove his faith.
2 point
He destroys or forsakes a personal possession of great importance to show that his relationship with God is second to none.
3 point
He takes an oath or vow by which he must abide. The oath must have some longevity to it and places definite constraints on the character’s lifestyle. For example, “I swear before God that I will speak the truth without omission from this day forth.”
Places of Power “Through wisdom is an house builded; and by understanding it is established.” — Proverbs 24:3 Just as Sentinels and Demons represent conscious manifestations of divine and infernal power, so too exist places that have been infused with such energy. These normally occur spontaneously, by means of a miraculous event or one of equivalent atrocity. Over the decades, some areas have also been charged by the beliefs and passions of those who chose to devote their spiritual selves to the worship of God or Satan. In this present war of good versus evil, the two sides of the battle, whether aligned with a holy aura or stained with unholy darkness, are drawn to these respective places of power to seek sanctuary against those who oppose their existence. Sentinels and the Legion both have their own places of power situated in the corporeal realm. Although the way in which the grounds are consecrated or defiled are very different, the effects are similar to those in discordance with the energy that resides therein. Ordinary mortals are consciously unaware of the power that emanates from these places, although they often have emotional sensations such as a feeling of calm or a shiver of fear. Awakened and supernatural beings can sense more directly the presence of a place of power from a near distance. Presented below are the places of power attributed to each faction.
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Holy Grounds “The Lord also will be a refuge for the oppressed, a refuge in times of trouble.” — Psalms 9:9 Holy grounds are places devoted to good and the glory of God. These sites include locations where the devoted once (or still) worshiped, miracles occurred, saints were martyred or now lie in eternal rest. Places of power for the divine manifest in two different types: Consecrated and Hallowed ground. Consecrated grounds are those places that have been purified with heavenly blessing. Although the Marked and Demons are free to enter its boundaries, they suffer uneasiness that results in a +1 DR to all actions. Hallowed grounds are sanctified with more potent blessings. The Legion can feel the divine aura of such locations like a fire under their skin and hence shun its confines. The Marked experience great discomfort but can still enter, but supernaturals with Taint must succeed in a Willpower roll versus DR 7 in order to permeate the spiritual barrier. Once within the Hallowed grounds, Satan’s minions, Marked agents and Sorcerers, and supernatural beings suffer +2 DR to all actions.
Unholy Grounds “He that diggeth a pit shall fall into it.” — Ecclesiastes 10:8 Unholy grounds are usually locations attributed to the divine that have been desecrated and defiled by the forces of evil. They can also be places were carnality, suffering, torture, and death took place. These sites of darkness are chosen by the Legion’s minion as locations for their Black Masses, Sorcerous Sabbaths, and Demonic rites. Like holy grounds, the infernal counterpart manifests in two forms: Desecrated and Malign. A Desecrated ground is an area invested with a minor emanation of darkness. Mere mortals (and those aligned with the Legion) are free to witness the profane defilement of the location but Sentinels and supernatural beings loyal to God loathe the sight and suffer a +1 DR to all actions. Malign ground is very dangerous to tread. Due to the atrocities past and present performed by sinners and the infernal presence upon these sites, those of faith shudder at the thought of crossing such boundaries. In an attempt to lure Sentinels, Martyrs, and even Archangels to the influence of Taint, the malign forces do not impede God’s servants from entering its vile confines, and hence there are no uncomfortable sensations present. Once within though, they suffer a +3 DR to all actions. Animals never enter Malign grounds and ordinary mortals with Faith or Aura ratings of at least 3 or higher avoid such places out of instinct.
that thou takest knowledge of him! Or the son of man, that thou makest account of him! Man is like to vanity: his days are as a shadow that passeth away. Bow thy heavens, O LORD, and come down: touch the mountains, and they shall smoke. Cast forth lightning, and scatter them: shoot out thine arrows, and destroy them.” — Psalms 144:1-6 Divinities are supernatural arts granted to the Sentinels to aid them in their deadly struggle against the forces of Hell. Divinities give Sentinels the power to go head-to-head with dark Sorcerers, vicious Demons, infernal beasts, and other nameless horrors far too dangerous for ordinary mortals to handle. The agents of the Legion are all too eager to use their own diabolical powers whenever possible, making the Divinities a very necessary part of every Sentinel’s life. The seven Celestial Orders each are granted a specific Celestial Divinity, reflecting its purpose and philosophy. There are also six Heavenly Divinities that exist outside of the Celestial Orders. These are available to any Chosen Elect, regardless of the Sentinel’s Celestial Order. A Sentinel is capable of learning his own Celestial Divinity as well as any of the six Heavenly Divinities. Hence a powerful Sentinel could have four or more Divinities in total. Despite the availability of Heavenly Divinities to a Sentinel, the proprietary Divinity of his own Order comes more easily. After all, the Divinities are gifts of the Archangels and they blossom naturally within the hearts and minds of the Sentinels of their respective Orders. Each Divinity is laid out in a hierarchy of seven power levels, called Echelons. Each Echelon must be learned in succeeding order (meaning that Echelons may not be skipped). For example, a Sentinel cannot simply purchase the fourth Echelon of Arcana — he first must learn the three Echelons prior. Also, a Sentinel cannot use a Divinity if the Echelon level exceeds his current Grace rating. For example, Joan Archer normally has a Grace of 5, and Fury at Echelon 2. If Joan spends 4 points of Grace, she can no longer use the second Echelon of Fury. She would need to regain at least one point of Grace before being able to control that power.
Afflict: The Punishment of God (Heavenly Divinity) “In vain shalt thou use many medicines; for thou shalt not be cured.” — Jeremiah 46:11
Divinities
The accounts of God’s wrath on the wicked are plenty, and with the Heavenly Divinity of Afflict, the Sentinel gains the ability to punish those who have strayed from the path of light. Afflict is a vengeful and punishing Divinity that should only be used against those who would bring forth the downfall of mankind. Hard times require hard measures, and Afflict is one of the darker weapons that the Chosen Elect can use in their Holy mission.
“Blessed be the LORD my strength which teacheth my hands to war, and my fingers to fight: My goodness, and my fortress; my high tower, and my deliverer; my shield, and he in whom I trust; who subdueth my people under me. LORD, what is man,
First Echelon: STINGING SWARM Discomfort can hinder the bravest man, forgetting the task at hand, or even fleeing the source of his pain. Stinging Swarm summons a cloud of tiny biting insects that irritate the skin. While
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this does not cause lasting damage or sickness, the discomfort is almost unbearable. Insight Cost: 1 Effect: The Sentinel rolls Occult + Willpower versus DR 4. The swarm lasts for 1D Action Phases per success. A single target, chosen by the Sentinel, must roll Willpower versus DR 4 every round or suffer major discomfort causing -2D to all actions. Wearing clothing equivalent to a honeybee worker negates the effects. Second Echelon: BOILS AND HIVES The Sentinel causes even greater irritation to the wicked. Those afflicted with this Echelon are covered head to toe in a rash of puss filled boils and weeping hives. While this may feel unpleasant, it makes the affected person look a lot worse. Insight Cost: variable Effect: The Boils and Hives last for a number of hours equal to the Insight expended. The victim suffers -1 Attractiveness for the duration, as the seeping sores and hives are terribly unpleasant to behold. Any social interaction rolls also suffer +2 DR. Seduction is impossible while under the effects of this power. Third Echelon: VIPER’S MAW Serpents utter forth from the work of the wicked, and so when the Sentinel chooses to use this Echelon against a single Marked person, the target vomits up a serpent filled with the wickedness from his heart. Insight Cost: 4 Effect: The Sentinel rolls Vigor + Occult versus a DR equal to the target’s Taint. Each success causes a single small viper to pour from the Marked agent’s mouth. For each serpent killed, the
Marked loses 1D points of Ko’ach permanently. The viper seeks to escape to hiding as fast as possible and does not attack. Even a single point of damage kills the viper. Viper from Marked Agility 5, Vigor 1; Evasion 6; Initiative 4 Fourth Echelon: STIGMATA The Sentinel afflicts a single individual with Stigmata: wounds that Christ suffered while crucified. These wounds spontaneously bloom and tear the target’s flesh. While they do not kill the target, the debilitations suffered can be great. Insight Cost: 5 Effect: The Sentinel rolls Faith + Religion versus a DR equal to the target’s Willpower. The effects are cumulative, and cause a substantial amount of bleeding and pain. The Sentinel must concentrate to maintain the Stigmata, and can take no actions while the target is afflicted, other than to utter a sentence or two. Once the Sentinel’s concentration is broken, the Stigmata fades within 1D Action Phases. 0 successes
No Stigmata manifests, and the target is unaffected
1 success
The target’s brow manifests deep punctures, as if his flesh were pierced by sharp thorns. The pain burns and stings like a sharp headache causing a +1 DR to all Logic rolls.
2 successes
The target’s feet rupture with wounds as if a nail had been driven through their arch. Walking or running is incredibly painful. All
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movement is halved, and Agility rolls involving movement are at +1 DR. 3 successes
The target’s wrists spontaneously erupt with wounds as if thick iron pegs had been nailed through them. Rolls involving arm movement, or manual dexterity are at a +1 DR.
4+ successes
The target’s side erupts as if pierced by a spear. Blood rushes from the wound and overwhelming pain sears the target. All rolls suffer a -2D modifier.
Fifth Echelon: LEPROUS BLIGHT The Sentinel afflicts the wicked with leprous infection. Mortals with Grace are immune to this Echelon, but those with Taint are not. This disease withers and incapacitates, causing horrible wounds and permanent scarring. While the disease is not infectious, it is a frightening sight to behold. Those affected by Leprosy become pariahs from society, falling apart with the affliction. The disease simply amplifies the decay in a Tainted soul so that the rot within the heart is manifested with the rot of the body. Insight Cost: 6 + 1 Grace Effect: The target suffers a serious affliction of Leprosy that spreads according to the illness outlined below. The Sentinel rolls Vigor + Occult versus DR 4. The number of successes affects resistance rolls and passage of disease below. LEPROUS BLIGHT: Communicability: Supernatural affliction Resistance Roll: Number of successes in the Sentinel’s Vigor + Occult roll. Frequency of Progression: 1 week Effect of Successful Progression: -1D to Vigor rolls, permanent. +1 DR to all social and appearance based rolls. Complications: Once the victim has lost Vigor, further successful progression forces a Vigor roll versus DR 4 or the victim loses an extremity of the Prophet’s choosing. Passage of Disease: A number of weeks equal to the Sentinel’s successes. Sixth Echelon: STORM OF LOCUSTS The Sentinel unleashes a cloud of voracious insects. Massive locusts six inches in length erupt from the nearest holes or vents to assail an area of the Sentinel’s choosing. The insects attempt to devour anything in the area they attack, and can strip the flesh from a man’s bones in minutes. Insight Cost: 8 + 1 Grace Effect: The Sentinel rolls Occult + Willpower versus DR 4. Storm of Locusts lasts a number of Action Phases equal to the Degree of Success. The locusts fill an area 30 meters in diameter. Anything in that area takes 3D of damage per round. Hard armor, full body suits, bio-warfare gear, or military chemical agent suits are effective armor versus the locusts but lose one point of armor per round. Other armor provides no protection since the insects crawl into gaps and crevices to reach exposed flesh. The Storm of Locusts follows the Sentinel’s whim, and can move 30 meters in any direction per Action Phase, or follow a designated target throughout its duration.
Seventh Echelon: BLIND LEADING THE BLIND The most powerful affliction is blindness for those who have turned away from the light of God. This is a powerful Echelon that is semi-contagious and hence very powerful, even after the Sentinel has departed the victim’s presence. Insight Cost: 10 + 1 Grace Effect: The Sentinel allows the darkness in a Tainted person’s soul to blind them permanently. He calls forth the divine light of Heaven, which sears the heart and eyes of the victim. The Sentinel must be in visual range of the target for this effect to take place. Once the victim is blinded, they suffer +3 DR to all Agility and Senses rolls for the rest of their life. In addition, the blind and Tainted victim causes blindness in a number of other Tainted people equal to his Darkness rating. Whoever he touches with Taint will also go blind until the quota is reached. For example, a Sorcerer with a Darkness Aspect of 4 is afflicted with Blind Leading the Blind. The next 4 people with Taint that he touches will also go blind. Such is the price for turning away from God’s Grace.
Arcana: The Mysteries of God (Celestial Divinity of Uriel) “Whoso is wise, and will observe these things, even they shall understand the loving kindness of the Lord.” — Psalms 107:43 Arcana is a form of Theurgy that enables its practitioners to exert their wills on the material world in a manner of which occult frauds can only dream. Arcana is directly opposed by Sorcery — the light of Heaven versus the darkness of the Abyss. Arcana is an ancient, subtle, and multi-faceted art that is as much intuitive as academic. The powers of Arcana were antediluvian, from the age before the great flood, guarded by the Archangels and revealed only to the most trusted and faithful servants of the Kingdom of God. All the great stores of formal knowledge on holy Arcana have been lost to the ravages of time. Despite the tragic loss of such wisdom, the Sentinels of Uriel have managed to reconstruct this potent art to an impressive level — and not a moment too soon. At each Echelon, practitioners of Arcana (henceforth referred to as ‘Arcanists’) gain a new means of applying their Theurgical skills. An Arcanist begins his path by first gaining a mastery of Rites, each of which describes and creates a single divinely powered effect. At higher levels, the Arcanist learns to invest inanimate objects with the power of certain Rites. Eventually, the Arcanist is able to create a variety of powerful circles that allows him to extend his realm of influence and further his craft into amazing feats of esoteric might. Different Theurgical circles may be created within one another, in effect creating one larger circle with all the cumulative effects of its component circles. However, circles within circles must be created successively, not simultaneously, and Insight and other factors must be paid at each stage of creation. Also, the specific limitations of a circle still apply when it is placed inside another (such as breaking the barrier). The powers of Arcana generally come to Arcanists through dreams, visions, and Prophetic Revelations. Arcana follows poetic imagination, not scientific logic, hence it being described as an art. It is a power of essence and symbolism, of hidden
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connections and intricate possibilities. Arcana is more than a series of powers and Rites, but also a way of life. It is a craft to which Arcanists feel compelled to investigate and develop, and in so doing, creates a deeper and more profound relationship with the Almighty and the wonders He has to offer. First Echelon: INCANTATION Insight Cost: Cost of Rite. Duration: Variable by Rite Length of Ceremony: One Action Phase The first Echelon of Arcana grants an Arcanist the power over An, which in the Accadian tongue means “the power of words.” By speaking the secret words of command and the powerful Names of God and His Angels, the Arcanist works Rites, which the vulgar and ignorant might call “spells.” Incantation often involves the use of hand signs and sharp, precise gestures, which help the Arcanist generate emotional force to support his Rites. The Rites listed later in this section must each be learned separately. An Arcanist can learn a maximum number of Rites equal to his total Insight rating. Once learned, a Rite may never be forgotten. An Arcanist starts the game with a number of Rites equal to his Occult rating plus one. Second Echelon: THEURGICAL KNOTS Insight Cost: 2 + cost of Rite Duration: A Theurgical Knot lasts for a number of months equal to the Arcanist’s Soul rating Length of Ceremony: Ten Minutes per die rolled The crafting of Theurgical Knots is an ancient skill, all but lost to even the most dedicated modern scholars of the occult. Theurgical Knots are a specialized form of investment; a means by
which an Arcanist may store an incanted Rite within a carefully prepared braid to be released when the Arcanist unties the knot. Once a Theurgical Knot is undone, the incantation is evoked as though the Arcanist had just cast it. If a Focus is used in this process, it must be used when the knot is created, not when it is untied. Likewise, Insight is paid during the creation of the knot. However, necessary dice rolls are made when the knot is untied. It takes two Action Phases to untie a Theurgical Knot. Theurgical Knots must be woven out of papyrus, leather, linen, or strands of hair. Only the Arcanist who created a knot may untie it to evoke an effect — if anyone else does so, nothing happens and the Theurgical Knot is wasted. An Arcanist may recognize the nature of his own knots intuitively and there is no need for him to organize or label them in any fashion. Lastly, many different Theurgical Knots may be braided into a single piece of material but obviously the knots must be undone from the ends first, so the order they have been created is of vital importance. Theurgical Knots may be destroyed by anything that normally could damage the material (for example: fire, or sharp scissors). Third Echelon: INVESTMENT Insight Cost: 2 + cost of Rite. With Investment, the Arcanist gains the ability to inscribe a material object with symbolic representations of the An. Once prepared, The Arcanist can activate an invested object with a single word of command, at which point the Rite takes place. Each Rite description lists whether it may be used as an Investment. There are two forms of Investment: ‘Air and Water’ (which is relatively simple and temporary), and ‘Fire and Earth’ (which is more complex and lasting). An invested object must always be
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larger than ten meters in diameter, and requires a half-hour ceremony to create. Its bounds may be defined with chalk or salt. Everyone and everything to be warded by the circle must be within its confines as the Arcanist begins his ceremony. Once the circle is complete, its confines are shielded from any form of scrying, clairvoyance, or other mystical detection employed by a creature or agent of the Legion. Furthermore, a Demonic creature has trouble seeing into the circle — even if it stares directly at it. Unless such a creature succeeds in a Senses roll versus DR 7, it ignores the circle and everyone within it to the point where it will walk around its borders without any knowledge of being circumvented. No supernatural creature will ever cross the bounds of the circle by accident. A Sanctuary Circle lasts for a number of hours equal to the Arcanist’s Soul rating. Should anyone leave the circle, evoke a magical effect or initiate an attack from within its confines during that time, its effects are dispelled.
crafted either by the Arcanist’s own hand or of a material that he holds in great spiritual importance. Holy Investments may not be worked on objects that are of casual significance, and automatically fail when such an attempt is made. Invested items also have a limited number of uses, equal to the investing character’s Soul rating. Once the duration expires or the total amount of uses is spent, the energy dissipates and the Rite no longer exists within the item. The Investment of Air and Water This is a temporary Investment in which the Arcanist traces the symbols of power onto an object using his fingers and a small amount of water taken from a natural source (rainfall, river, lake, ocean etc.). The Arcanist must roll the Rite being invested versus DR 4. Duration of Investment: Number of days equal to the Arcanist’s Soul rating Uses: Number of total uses equal to the Arcanist’s Soul rating Length of Ceremony: Ten minutes per die rolled The Investment of Earth and Fire This is a much more demanding Investment, requiring access to fire and the appropriate tools. By engraving the symbols of power onto an object, the Arcanist imbues it with the power of a Rite for a considerable length of time. The Arcanist must roll the Rite being invested versus DR 5. Duration of Investment: A number of years equal to the Arcanist’s Soul rating Uses: Number of total uses equal to the Arcanist’s Soul rating Length of Ceremony: One hour per die rolled Other Requirements: One Grace point must be spent during an Investment of Earth and Fire. Fourth Echelon: CONSECRATED CIRCLE Insight Cost: 2 Duration: Indefinite Length of Ceremony: Thirty minutes When an Arcanist reaches the fourth Echelon of his art, he gains the ability to create a Consecrated Circle — a spiritually purified area in which Rites are performed to greater effect. This circle may be no larger than five meters in diameter, and requires at least a thirty-minute ceremony to create. Its bounds may be defined with chalk or salt. Once a Consecrated Circle had been created, any Rites, Investments, or Theurgical Knots created or evoked within its bounds gain a number of bonus dice equal to the Arcanist’s Grace rating. These bonus dice do not add to the ceremony lengths while being evoked. The circle remains in effect until the Arcanist leaves its bounds or someone else enters them. Hence, Consecrated Circles are best created in sanctums or other areas where the immediate environment can be controlled to avoid unwanted disruptions. Fifth Echelon: SANCTUARY CIRCLE Insight Cost: 3 Duration: Hours equal to Arcanist’s Soul rating Length of Ceremony: Thirty minutes A Sanctuary Circle is a means to protect those within its confines from the attention of the Legion. This circle may be no
Sixth Echelon: PROTECTIVE CIRCLE Insight Cost: 5 Duration: Hours equal to Arcanist’s Soul rating Length of Ceremony: Ten minutes The Arcanist acquires the ability to create a Protective Circle, which guards against sorcerous attacks and physical danger. This circle may be no larger than ten meters in diameter, and its bounds may be defined with chalk, salt, or lit candles. The creation ceremony for a Protective Circle is ten minutes. The Arcanist can opt to speed up the process by spending a point of Grace, in which case the circle is formed in one minute. Everyone to be protected by the circle must be within its confines as the Arcanist begins his ceremony. A Protective Circle prevents all mundane hazards: bullets, arrows, thrown objects, smoke or poison gas, hostile animals, etc. from crossing its boundaries. For example, an entire room may collapse around a protective circle without harming those within. Magical attacks or effects directed at the circle are penalized, by having their dice pools halved (rounding down). A Protective Circle lasts for a number of hours equal to the Arcanist’s Soul rating. Should anyone leave the circle, evoke a magical effect, or initiate an attack from within its confines, its effects will be dispelled. Seventh Echelon: SOLOMON’S CIRCLE Insight Cost: 7 + 1 Grace Duration: Hours equal to Arcanist’s Soul rating Length of Ceremony: One hour At the most powerful Echelon of Arcana, the Urielite Arcanist gains the knowledge of Solomon’s Circle, an awesome force against Demonic entities, including the Fallen. Solomon’s Circle is a complex affair and not to be taken lightly. It is created no larger than ten meters in diameter and must be made with the blood of the Arcanist enacting the ritual. The blood loss is equivalent to a single Life Level of lethal damage. The creation ceremony takes one hour. Everyone and everything to be warded by the circle must be within its confines as the Arcanist begins his ceremony. Once enacted, Solomon’s Circle provides complete protection against all supernatural entities and powers: be it the weakest Unquiet or the mightiest Fallen. Anyone leaving the boundaries of the circle loses its protection, but such action does not dispel the circle itself. Magical and physical
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attacks originating from within the circle intended to extend beyond its borders do not penetrate the barrier and are rendered useless. Solomon’s Circle lasts for a number of hours equal to the Arcanist’s Soul rating. An Arcanist within Solomon’s Circle can initiate a Spiritual Conflict against any Demonic entity just outside its bounds as though he were touching the Demon. If the Arcanist wins the Spiritual Conflict, the circle becomes a prison for the Demon, holding it impotent and entirely powerless for the remaining duration of the circle’s effect — the perfect prison. Anyone within the circle instantly exchanges places with the entity. RITES: THE DIVERSE POWERS OF ARCANA “Consider of it, take advice, and speak your minds.” — Judges 19:30 All Rites call for an Effect Roll, which is generally one of the Arcanist’s Aspects added to his Arcana rating. Effect Rolls are basic actions (see page 99), which default at DR 4. The target of a Rite gets a Resistance roll based on the table below. If an Arcanist gets more successes than the target, his Rite takes effect. Additional successes beyond the first add to the Rite’s power. In some cases, a target may volunteer to accept a Rite’s effect and hence no Resistance roll is necessary. If the target manages to resist the Rite’s effect, then nothing happens. Rites also require the expenditure of Insight. Regardless of whether the Rite is successful or not, the Insight must be spent. If the Arcanist does not have enough Insight to spend on a Rite, then the attempt is futile and automatically fails. Range describes how far away a target individual, object, or area may be from the Arcanist when he evokes his effect of choice: • Personal: The Arcanist may cast the Rite upon himself. • Touch: The Arcanist must be able to touch the person or object. • Sight: The Arcanist may evoke the Rite against any target within his field of vision. • Unlimited: The Rite has no range limitation whatsoever. Each Rite also indicates whether or not it can be used as an Investment or bound into a Theurgical Knot. Focus is a non-essential material item that can aid in the evoking or preparation of a Rite. A Focus symbolically strengthens a Rite, adding one or more Effect Dice if used properly. A Focus can also lower the Insight cost in certain Rites.
Arcana Resistance Table TARGET Mortal
ROLL Willpower
Sentinel
Faith
Marked
Avarice
Supernatural
Entity
Arcanist
Faith + Arcana
Sorcerer
Avarice + Sorcery
It is assumed that once a Focus has been used for a Rite, it is consumed or exhausted in the process, generally burning up or crumbling into dust. It is possible that there are more Focuses beyond those listed in the Rites, but they must be discovered through experimentation, Prophetic Revelations, and dreams. Powerful and new Focuses are often the source of research and adventure among Arcanists. Duration describes the length of time an effect lasts. A duration of Instantaneous means that the Rite takes effect at once and has no lingering effect. Binding Effect Roll: Willpower + Arcana Insight Cost: 2 (1 with Focus) Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A small length of metal chain (+1 effect die) Duration: A number of Action Phases equal to the Arcanist’s Soul rating
The Rite of Binding confines the target creature or person with bands of mystical force against which it must struggle to take any action. If bound, the target has its movement rate cut in half. For every additional success on the effect roll the target suffers a one-die penalty to all actions involving Agility. Dance of Fools Effect Roll: Logic + Arcana Insight Cost: 4 (3 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A piece of twine Duration: A number of Action Phases equal to the Arcanist’s Soul rating.
The Arcanist can befuddle and confuse with this Rite, leaving the target in a state of hazy thought and unclear memory. This is a temporary effect, but it does prevent the target from carrying out complex calculations, planning, or logical thinking without great effort. All of the target’s Mind Aspects are halved (round down, minimum 1) for the duration of the Rite. Desert’s Tooth Effect Roll: Vigor + Arcana Insight Cost: 3 (2 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A quartz or a pinch of desert sand (+1 effect die) Duration: Instantaneous and Permanent
The Rite of the Desert’s Tooth causes any ordinary inanimate object to decay in seconds (one second per kilogram): iron turns to rust, paper turns to dust, and wood rots away. Five kilograms of material may be affected for every success. Unusually tough materials (stainless steel, titanium, advanced resins, and so forth) may have their DR raised to 5 or 6 at the Prophet’s discretion. Dream Herald Effect Roll: Aura + Arcana Insight Cost: 2 Range: Unlimited
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losing his balance. Such steps must be measured and calm with a movement rate no faster than a slow walk.
Investment: No Theurgical Knot: No Focus: An owl’s feather (+1 effect die) Duration: Instantaneous
Gall
The Rite of the Dream Herald allows the Arcanist to send a dream message to anyone he knows by name, wherever they may be in the world. Incanting the Rite of the Dream Herald requires a ten-minute ceremony. The dream message will arrive when the subject next sleeps. The number of successes determines how clearly the message is received: 1 success:
The dream is brief and cryptic.
2 successes:
The dream communicates its ideas in an abstract manner.
3 successes:
The dream gives its subject the sender’s core message.
4 successes:
The dream communicates subtle nuances.
5 or more successes:
The dream is lucid and entirely memorable.
Effect Roll: Vigor + Arcana Insight Cost: 2 Range: Personal/Touch Investment: Yes Theurgical Knot: Yes Focus: A small quantity of myrrh (+1 effect die) Duration: One hour
The Rite of the Gall temporarily alleviates the effects of injury or illness. For every success, the penalty for one lost Life Level may be ignored. Note that this Rite does not heal the injury itself, merely the discomfort and pain it causes. The difficulty needed to alleviate pain from a supernatural source (incorporeal damage) is DR 5. Ghostly Step Effect Roll: Agility + Arcana Insight Cost: 3 (1 with Focus) Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A small square of dark silk (+1 effect die) Duration: One hour per success
Dream Lore Effect Roll: Inspiration + Arcana Insight Cost: 4 (3 with Focus) Range: Personal Investment: No Theurgical Knot: No Focus: A metal chalice full of wine (+1 effect die) Duration: Several hours of sleep
The Rite of Dream Lore is a means to seek lost and hidden Theurgy of ancient times. Inspiration found in dreams is one of the very few ways to uncover and learn Rites. Although there is no real way to control what is dreamt or what the Arcanist finds in his quest, sometimes the ritual yields long-forgotten lore but, more often than not, it yields frustration. The Arcanist must incant this Rite with a ten-minute ceremony while he prepares to sleep, drinking the wine (if used as a Focus) just before falling into a deep slumber. He must then make a roll versus DR 6. If two or more successes are gained, that night’s dreams reveal the effect and components of a new Rite, which the Arcanist may add to his repertoire (as long as the Arcanist has not met his maximum number of Rites possible, which is equal to Faith + Arcana). The Prophet can use Dream Lore to introduce Rites dreamed up by the players, those found in later Seventh Seal publications, or new ones created specific to his Prophecies. Dream Lore may be performed a maximum of once every moon phase (four times per month: Full, Waxing, Waning, and New Moon).
The Rite of the Ghostly Step conceals the passage of the Arcanist, allowing him to leave no footprints or other traces of himself wherever he goes, be it through mud, over sand, or through a twisted forest of brambles and branches. This makes tracking him all but impossible once out of sight. Guarded Word Effect Roll: Reason + Arcana Insight Cost: 3 (2 with Focus) Range: Personal/Touch Investment: Yes Theurgical Knot: Yes Focus: Snake scales (+1 effect die) Duration: One hour
The Rite of the Guarded Word may be evoked on a number of people up to the Arcanist’s Soul rating (including himself). While under the effect of this Rite, the targets may speak freely of anything they wish — no matter how disturbing or unusual — and it all seems innocuous. Anything that could be construed as disturbing (for example, “I think the Demon went down this alley,” or “Everyone load your guns, we’ll kick in the front door and go in shooting”) will instead be heard as meaningless chatter, instantly forgotten without curiosity by anyone who happens to overhear. Harrying Flock
Faithful Step
Effect Roll: Faith + Arcana Insight Cost: 5 (4 with Focus) Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A pigeon, raven, or crow’s feather Duration: one minute per success
Effect Roll: Faith + Arcana Insight Cost: 3 Range: Personal Investment: No Theurgical Knot: Yes Focus: None Duration: one minute per success
With the right amount of Faith an Arcanist may walk upon water, frail supports, or even wires without sinking, falling, or
This Rite calls forth a small flock of birds to harass and torment a target of the Arcanist’s choice. A murder of crows
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roughly 6 meters in diameter descends upon the target and batters him with enough force to impede his actions significantly. The target suffers +2 DR to all actions, and movement is halved. Those entering the flock’s area of effect are also subject to these penalties.
or voice, but it can completely alter his skin and hair color, facial features, height, weight, and general build. A random appearance change is made at DR 4, while a specific desired effect raises the DR to 5. An attempt to replicate someone else’s features raises the DR to 6. The effect may be removed at the Arcanist’s will.
Illumination
Kingly Awe
Effect Roll: Inspiration + Arcana Insight Cost: 1 Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A small wax candle or sulfur match (+1 effect die) Duration: Ten minutes per success
Effect Roll: Aura + Arcana Insight Cost: 2 (1 with Focus) Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A small diamond or piece of gold (+2 effect dice) Duration: A number of minutes equal to the Arcanist’s Soul rating
The Rite of Illumination creates a gentle wash of pleasant amber light, emanating from no fixed source and filling an area with a diameter of about six meters around the Arcanist. This light may follow him, remain in place, or be instantly curtailed at his will. It is bright enough to read by, though it will not dissuade supernatural creatures that are averse to extremely bright light.
The Rite of Kingly Awe makes the Arcanist temporarily more glib and impressive. For every two successes, the Arcanist receives a one-die bonus to the use of Aura, Reason, and Attractiveness for the duration of the Rite’s effect. This Rite grants no bonus dice if used in rolls involving supernatural powers, including Divinities and other effects.
Immolation
Lot’s Lament
Effect Roll: Soul + Arcana Insight Cost: 5 Range: Personal Investment: No Theurgical Knot: No Focus: None Duration: A number of Action Phases equal to the Arcanist’s Soul rating.
This Rite envelopes the Arcanist in a burning halo of divine blue flame. Successful hand-to-hand attacks against the Arcanist cause 2D fire damage to the attacker. The Arcanist also causes +2D of fire damage with hand-to-hand attacks. Infernal Balance Effect Roll: Senses + Arcana Insight Cost: Target’s Taint rating Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A small diamond (+2 effect dice) Duration: Instantaneous
The Rite of the Infernal Balance allows an Arcanist to judge the powers and limitations of a Demonic being — provided the Arcanist has already pierced the entity’s Guise. For every success scored the Prophet should reveal one of the being’s Iniquities or other relevant power. If this Rite is used multiple times, each success reveals a new power or ability, never repeating information already gained by a single Arcanist.
Effect Roll: Vigor + Arcana Insight Cost: 9 + 1 Grace Range: Sight Investment: No Theurgical Knot: No Focus: None Duration: Instantaneous
Lot’s Lament is named after the tears Lot wept after his wife suffered a dire fate. When fleeing the cities of Sodom and Gomorrah, Lot’s wife looked back upon the city even when she had been told not too. As she stared back at the rain of fire consuming the two cities she was turned into a pillar of salt. Lot was left alone to guard over his two daughters as they fled to the town of Zoar. This deadly Rite transforms a single living being into a crystallized pillar of salt resembling a person screaming in anguish. Resisting the Rite still leaves its scar, as it blinds the target of the Rite for 1D in Action Phases. Afterwards the burning afterimage of Sodom and Gomorrah are imprinted on the targets field of vision for 1D in days. Use of this Rite is intended for the wicked so, if used against an innocent, it costs two points of permanent Grace in addition to the cost listed above. Manna Effect Roll: Faith + Arcana Insight Cost: 1 Range: Touch Investment: No Theurgical Knot: Yes Focus: A small piece of unleavened bread (+1 effect die) Duration: Instantaneous
Jacob’s Guise Effect Roll: Attractiveness + Arcana Insight Cost: 3 Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A lock of human hair (+1 effect die) Duration: A number of hours equal to the Arcanist’s Soul rating
The Rite of Manna may be used to create a small supply of simple, nourishing food (generally in the form of bread) and a few mouthfuls of pure water (although if no convenient containers are available cupped hands will suffice). For every success scored enough food and water is created for a single person’s meal.
The Rite of Jacob’s Guise creates an illusionary appearance over the Arcanist. It cannot change the Arcanist’s clothes, gender
Missive Flame
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Effect Roll: Senses + Arcana
Insight Cost: 4 (3 with Focus) Range: Special Investment: No Theurgical Knot: No Focus: A match or burning candle Duration: One minute per success
Communication is difficult with the Legion capable of tracking cell phones, e-mail, and regular post. Arcanists with the Rite of Missive Flame can cause a small burning flame to appear to a person of his choice. The person must be well known to the Arcanist (a friend or trusted ally). The flame allows the Arcanist two-way communications through the flame for the duration of the Rite. The contact can see the flame and hear the voice of the Arcanist, but others observing the flame cannot hear the message. Typically this Rite will light the smallest flammable object near the contact with a dim flame. This flame is warm enough to touch but does not consume the object. Open Way Effect Roll: Logic + Arcana Insight Cost: 2 (1 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A piece of metal wire or a metal key (+1 effect die) Duration: Instantaneous
The Rite of the Open Way defeats locks and seals of a mundane nature, be they mechanical or electronic. The number of required successes to open a lock is assessed by the Prophet, ranging from one (for weak, tiny locks and clasps) to five (for electromagnetic locks set inside reinforced titanium housing).
both the Arcanist’s normal resistance roll and the result of the effect roll. If the Sorcery fails to penetrate the Arcanist’s defenses, the Sorcerer in question must resist his own spell. Repair
Quiescent Beasts
Effect Roll: Inspiration + Arcana Insight Cost: 3 Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A small piece of amber (+1 effect die) Duration: Instantaneous
Effect Roll: Aura + Arcana Insight Cost: 4 (2 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A small quantity of honey (+1 effect die) Duration: Ten minutes per success
The Rite of the Quiescent Beasts makes the Arcanist and a small number of other people (up to the Arcanist’s Aura rating) all but nonexistent to animals. Even wild or ordinarily hostile animals totally ignore anyone under the effect of this Rite unless provoked or harassed. This Rite has no effect on supernatural animals, supernatural beings assuming animal forms, or supernaturally controlled animals. Reflecting Eye Effect Roll: Willpower + Arcana Insight Cost: 4 (2 with Focus) Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A small mirror containing true silver (+1 effect die) Duration: One minute per success
The Rite of Repair allows an Arcanist to fix any broken, damaged, torn, or smashed inanimate object, less than or equal to the general size of a human being. The components of the object to be repaired must all be close at hand. This Rite cannot reconstruct objects that are missing large portions of their regular mass. The number of successes required varies, dependent on the extent to which the object has been damaged and its general complexity. One success mends torn clothing or a broken knife. Five successes are required for something like an internal combustion engine or a personal computer. Sehem’s Sovereignty
The Rite of the Reflecting Eye creates a mystical shield around the Arcanist that is capable of turning any harmful sorcerous effects back upon the casting person or creature. The Rite of the Reflecting Eye must be activated before an Arcanist is attacked if it is to be effective. A hostile sorcerous effect must beat
Effect Roll: Soul + Arcana Insight Cost: 4 + 1 Grace Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A branch of rowan wood or a pinch of vervaine (+2 effect die) Duration: One minute per success
The Rite of Sehem’s Sovereignty draws upon one of the secret and mighty Names of God, seriously handicapping the
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ability of any Demonic entity to harm the Arcanist. A Demonic entity suffers a one-die penalty to all of its actions when the Rite of Sehem’s Sovereignty is incanted in its presence (visual or auditory distance), and it must succeed in a Willpower roll versus DR 5 to take any action whatsoever against the Arcanist for the entire duration. Serpentine Staves Effect Roll: Vigor + Arcana Insight Cost: 4 Range: Touch Investment: Yes Theurgical Knot: No Focus: A short rod, or a stave Duration: Instantaneous and ten minutes per success.
Stolen Voice Effect Roll: Willpower + Arcana Insight Cost: 3 (1 with Focus) Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A piece of leather or hide (+1 effect die) Duration: A number of Action Phases equal to the Arcanist’s Soul rating
The Rite of the Stolen Voice renders the target unable to speak or make other vocalizations for the duration of its effect. When used against supernatural beings the difficulty rises to DR 5. Storms
As Aaron did before Pharaoh in the Old Testament, those who know this Rite may cast down a staff or rod and transform it into a deadly serpent. At the time of casting the Arcanist decides whether to summon a Constrictor or a Viper. This creature will attack anyone the Arcanist desires, and will fight to the death, or until the duration of the Rite ends. Investment of this rite must be placed upon a wooden staff or dowel of reasonable length. The serpent is considered supernatural and hence can only be affected by Rites or Divinities that affect supernatural or awakened creatures. When slain, or after the duration ends, the serpents change back into wooden staves. Stave Serpent (Constrictor) BODY: Agility 3, Attractiveness 0, Might 5, Vigor 4 PROFICIENCIES: Climbing 4, Evasion 3, Hand-to-Hand 4 (Constrict) Special Abilities: Constrict (Successful attack is a constriction that does 3D damage each round, to escape, the victim rolls Agility versus the serpent’s Might with a minimum DoS of 2.
Effect Roll: Inspiration + Arcana Insight Cost: 5 (3 with Focus) Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A hawk’s feather or a phial of rainwater (+1 effect die) Duration: Ten minutes per success
The Rite of Storms grants the Arcanist control over the weather in a one-mile radius, allowing him to achieve both subtle and vulgar manipulations. The Rite requires a five-minute ceremony, after which the desired changes in the weather will manifest over the course of 2D minutes. Successes are directly applied to the degree of change desired. Only one success is needed to create likely weather patterns, like raising an earlymorning fog in London, or causing rain from an already overcast sky. Three successes are required for fairly sudden changes, like causing white clouds to downpour. Five successes can summon a drastic and radical weather shift, like snow in the middle of an Arizona heat-wave. Succor Effect Roll: Agility + Arcana Insight Cost: 4 (3 with Focus) Range: Touch Investment: No Theurgical Knot: Yes Focus: A small padlock or key Duration: one hour per success
Stave Serpent (Viper) BODY: Agility 5, Attractiveness 0, Might 3, Vigor 4 PROFICIENCIES: Climbing 4, Evasion 3, Hand-to-Hand 4 (Bite). Special Abilities: Venom of Ashratheth [Vector: Inj (successful bite); Primary Effect: 5D damage; Secondary Effect: 2D damage] Sleeping Wonders Effect Roll: Willpower + Arcana Insight Cost: 2 (1 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A pinch of sand or a small metal wrench (+1 effect die) Duration: One Action Phase per success
The monitors of the Legion that serve as their eyes and ears are everywhere. Succor allows an Arcanist to conceal his presence against electronic surveillance of any kind. This is especially helpful against security cameras, roving tourists with camcorders, bugging equipment, and other surveillance tools. The Sentinel appears hazed out and blurry in visual recordings, or unrecognizable with sound equipment, which normally plays back heavy static. This Rite is typically used to infiltrate dangerous areas or escape notice. Tongues
The Rite of the Sleeping Wonders causes the instant shutdown of any mechanical or electronic device that requires a power source other than human muscle. Thus, this Rite could be used on an automobile, a computer, a firearm, or an electronic security system, but not a bicycle or a set of hand pulleys. After the Rite has worn off, the object in question returns to normal function.
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Effect Roll: Reason + Arcana Insight Cost: 2 Range: Personal Investment: Yes Theurgical Knot: Yes Focus: Soil from two continents (+2 effect dice) Duration: Ten minutes per success
The Rite of Tongues enables the Arcanist to be understood in any language even if he doesn’t understand it himself. The Arcanist does not actually speak a foreign language; rather, those around him think he does. An Arcanist using the Rite of Tongues appears to be speaking fluently in whatever language each listener is most familiar. French-speakers hear French, Spanishspeakers hear Spanish, and so on. People subject to the effects of this Rite assume nothing out of the ordinary. The only real drawback to the Rite of Tongues is that the communication is oneway; providing no translation for the Arcanist once others begin speaking in a language he may not understand.
Insight Cost: 2 Range: Sight Investment: Yes Theurgical Knot: Yes Focus: None Duration: Instantaneous
The Uriel’s Gaze allows an Arcanist to rapidly decode and memorize the details hidden in Uriel’s Sigil (detailed below). The message is conveyed to the viewer in a flash of insight so rapid that it takes no time at all. Uriel’s Heart
Truthful Tongue
Effect Roll: Faith + Arcana Insight Cost: 4 (3 with Focus) Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A small diamond and the bark of an oak tree (+1 effect die) Duration: One Action Phase per success
Effect Roll: Willpower + Arcana Insight Cost: 2 (1 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A small sapphire (+1 effect die) Duration: Instantaneous
The Rite of the Truthful Tongue compels a mortal being to tell the truth, forcing one correct answer to a question per success. The target feels no pain or other unpleasant effects but merely locks up in stutters whenever he tries to tell a lie. Telling the truth brings an instant feeling of stress relief. Note that this Rite can only force the subject to reveal the truth as he believes it to be. If he himself has been misled in some fashion his answers will be considered truthful nonetheless. Unborn Winds Effect Roll: Senses + Arcana Insight Cost: 1 Range: Sight Investment: Yes Theurgical Knot: Yes Focus: A feather taken from a diurnal flying bird (+1 effect die) Duration: Instantaneous
The Rite of Uriel’s Heart girds the Arcanist against any sorcerous Rite or supernatural attack. For the duration, the Arcanist gains three bonus dice to all his relevant resistance rolls. Uriel’s Sigil Effect Roll: Inspiration + Arcana Insight Cost: 2 Range: Touch Investment: Yes Theurgical Knot: Yes Focus: None Duration: A number of days Arcana rating
equal
to
the Arcanist’s
The Rite of the Unborn Winds allows the Arcanist to divine the weather for a number of hours equal to his Senses. For every success gained, he may receive an additional fact about the weather forecast.
By pressing his hand against any surface, the Arcanist can imprint a cryptic message in the form of strange symbols. The symbols infer all meaning and details the message should carry, and usually convey two or three sentences worth of information. This Rite can be used several times to create interlocked symbols that make more complex messages. Anything from phone numbers, tactical details, or Legion activity can be written into the sigils. Only Arcanists with Uriel’s Gaze can see the symbols for what they are.
Unregarded Passage
Watchful Eye Effect Roll: Senses + Arcana Insight Cost: 3 (2 with Focus) Range: Touch Investment: Yes Theurgical Knot: Yes Focus: A small Cat’s Eye or agate (+1 effect die) Duration: One hour per success
Effect Roll: Aura + Arcana Insight Cost: 4 (3 with Focus) Range: Personal Investment: Yes Theurgical Knot: Yes Focus: A piece of black satin (+1 effect die) Duration: Ten minutes per success
The Rite of the Unregarded Passage allows the Arcanist to be completely ignored by others. Although the Arcanist does not become genuinely invisible, people pay absolutely no attention to him, and will subconsciously avoid him. This effect is broken if the Arcanist violently attacks someone or engages in any other extremely vulgar activity, such as evoking a powerful Divinity in a public place. This Rite does not conceal the Arcanist from supernatural creatures or other Sentinels.
The Rite of the Watchful Eye wards a small area (no larger than five cubic meters) with a subtle magical alarm that alerts the Arcanist whenever anyone or anything enters the area. This Rite is ideal for guarding doorways and sleeping areas or ensuring privacy during the completion of a magical ceremony. The alarm given is a mental one, and the Arcanist need not be awake. It reveals the nature of the individual within the warded area (supernatural, awakened, mortal, or animal) but nothing more specific.
Uriel’s Gaze Effect Roll: Senses + Arcana
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Augur: The Truth of God (Celestial Divinity of Raguel) “The Lord seeth not as man seeth, for man looketh on the outward appearance, but the Lord looketh on the heart.” — I Samuel 16:7 An Augur is one who can discern the supernatural forces and divine the future with insight and spiritual wisdom. Hence, the Divinity of Augur grants the Chosen Elect of Raguel dominion over the mysterious and tangled web of intent, lies, and inner truth. By tracing patterns to the heart of the subject, the Raguelite can investigate and prevent the incursion of the Legion in the Time of Uncertainty. First Echelon: WEB OF LIES Insight into the machinations of the Legion allows the Raguelites to see deeper into the lies that infest the modern world. By collecting bits of news, listening to the radio, watching television, and through careful observation the Raguelite becomes aware of the lies being told. Insight Cost: 2 Effect: The Raguelite can discern fact from fiction in any media that he pays attention to. The effect lasts for a single topic being covered, so for example: if a collection of newspaper clippings, police reports, and eyewitness accounts are reviewed concerning a homicide, he will know what bits of information are relevant to the crime, and which ones are lies or misinformation being spread to cover and mask the trail of clues. The Prophet should explain the different types of information gathered by the Raguelite in relation to the depth of his research; a small newspaper article will reveal less fact from fiction than a FBI case file. Second Echelon: UNMASK Marked agents of the Legion are everywhere, and recognizing them normally requires the expenditure of Grace (see page 69 Grace and Guise). However, a Raguelite, by watching a person carefully, can also discern whether or not a person is Tainted or has Grace, a previously unexplored yet often vital piece of information. Not all mortals are in God’s Grace, but even those with Taint are not necessarily evil, although discerning such people can often prove vital toward saving them from eternal Hell in the afterlife. Insight Cost: 3 Effect: The Raguelite’s instincts allow him to look into the core of a person and tell whether or not they have Taint or Grace. The Sentinel must watch a person for a couple of minutes at least in order to tell if they are Tainted or not. At the end of this time, the Insight cost is paid and the Raguelite rolls Logic versus DR 4. A single success tells him whether or not the target is Tainted. More than one success reveals approximately how much Taint the person has (if any). Recognizing the Taint in Demons requires the same amount of observation but is DR 6 instead. Third Echelon: THE GOLDEN CALF Through greater observation and collection of the media, the Raguelite gathers a vast pool of data that he sets up in seemingly
chaotic patterns. By reading into the patterns around him, the Raguelite can discover with great accuracy whether an institution, governmental department, or corporate entity being investigated is inherently evil and under the influence of the Legion, and to what extent. Insight Cost: 5 Effect: The Golden Calf is symbolic of corruption on a large scale. The Raguelite rolls Logic + Investigation versus Logic + Conspiracy of the enterprise in question to get an approximation of how well infiltrated the institution is by the Legion. The Prophet should avoid giving percentage type answers. For example, if the Raguelite is investigating a meat packing plant, successfully gathers enough information from press releases and stock holder reports to create a pattern, and succeeds in the opposed roll, he might get the sense that the Legion uses the plant to initiate desensitizing traits amongst their knockers and packers to create murderers in society. Fourth Echelon: MISSIVE OF VIRTUE The ability of a Raguelite to share information quickly and concisely becomes a true asset to a Tsaba. The Raguelite suddenly becomes a substantial tactical asset under the right conditions. Capable of using inference and logic to quickly brief and advise others in the Tsaba, the Raguelite bestows a shared advantage to operatives in the field. Insight Cost: 4 Effect: The Raguelite can draft a plan of operations from his research and deliver it to his fellow Sentinels following their shared Prophetic Revelation at the start of a Prophecy. Each member of the Tsaba sacrifices a point of temporary Grace to a pool after reading the Missive of Virtue that any member can draw from throughout the Prophecy. Once the pool is depleted, it cannot be replenished until the next Prophecy. If the Missive of Virtue is destroyed, the Grace pool is lost. Fifth Echelon: SANCTUM Being able to read the Legion’s movements and objectives through the media and other sources of information, the Raguelite finds blind spots where his Tsaba can conceal itself for a short time. While this is rarely permanent, it can give the Tsaba the time needed to heal, plan, and regroup. Insight Cost: 6 + 1 Grace Effect: By defacing ads, tagging areas with cryptic symbols, and writing religious slogans on surfaces (like bus stops, traffic lightposts, and mailboxes) the Raguelite can craft “blind spots” in the Legion’s network. The resulting Sanctum becomes a location where the Legion either has no influence, or their attention simply is misdirected. This is an area of safety, where the Sentinel can go about life in a relatively normal fashion (buying supplies, going to the doctor, opening a bank account, or mailing a letter for example). The Raguelite must tour the area where the Sanctum will be placed. This usually takes 1D in hours. At the end of this time the Sentinel rolls Logic + Conspiracy versus DR 5. The level of success dictates the Sanctum’s attributes. Should a Sentinel in the Tsaba or the Raguelite himself do something to draw the ire or direct attention of the Legion, then the Sanctum crumbles in 1D hours as the Legion’s watchful servants (whether it be Scythians or corrupt cops) begin to search the area and remove the vandalism that masks the Sentinel’s movement.
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0 successes
The Legion may not be paying attention right now, but at best the Tsaba has a few hours of conspicuous activity before drawing the Legion’s watchful eye.
1 success
The Tsaba can operate out of a small apartment or refuge for a day or two without being noticed. Moving about the nearby area (a city block) during the day may draw unwanted attention.
2 successes
The Sanctum has covered a decent sized area (a small neighborhood), and the Sentinels can move freely about during the day without drawing attention. It will take the Legion at least 2D in days to pierce the cryptic network laid by the Raguelite.
3 successes
A blind spot in the Legion’s network allows the Tsaba to move about freely during the day and during the night in an entire district without drawing suspicion from law enforcement or other authorities. This location should prove safe for 3D in days. The Sanctum has also provided the Tsaba with a safe house of comfortable size (a small house or large condo).
4 successes
5+ successes
Somehow the Raguelite managed to set up a Sanctum that is completely out of the Legion’s attention. The group can hide and operate safely for 7D in days without fear of discovery as long as they lay low. They can also establish a fairly well supplied base of operations during that time. The location is likely remote, (an industrial district, isolated community, or derelict building) but offers more safety than those listed above. The Sanctum sits entirely outside of the claws of the Legion. The Tsaba can act without being noticed for 1D in months. However there is a 1 in 6 chance every month (after the first) that the Legion has moved some activity into the area, and gives the Tsaba reason to act.
Sixth Echelon: ASSIGNATION OF THE DECEIVER Trickery and subterfuge are one of the many talents of a Raguelite. With this ability, the Sentinel can assume the persona of a Marked Agent of the Legion, and hence avoid capture, or fool and infiltrate the servants of darkness. Insight Cost: 7 + 1 Grace Effect: Until the next sunrise, the Sentinel’s Sphragis fades, and is replaced by the Mark of the Beast. His Sphragis is obscured, and the goat like mark of the Legion takes its place. In addition the Sentinel’s Grace appears as Taint to those capable of assessing such things. While under Assignation of the Deceiver, the Sentinel cannot use any Divinities, Rites, or Grace: doing so destroys this effect completely. Seventh Echelon: BANE Truth flows through the blood of a Raguelite, and the power of that truth is drawn not only from Heaven but also from the life
force of humanity and the earth itself. The Legion and its Demonic masters have much to fear from a Raguelite who has attained this power. A Raguelite charged with Bane becomes that which a Demon most fears, Truth incarnate. Insight Cost: 10 + 1 Grace Effect: A Raguelite charged with Bane becomes suffused with divine energy, and tears apart the lies around him, penetrating Guise without contest. The power of truth infuses into the core of the Chosen Elect of Raguel. All that is required is for the Sentinel to gaze at any Demon present, and its Guise is pierced and its Bane is instantly known. The fear that this knowledge strikes in the Demon causes it to suffer +3 DR to all of its actions whenever it is in the presence of the Raguelite that discerned the truth to its utter destruction.
Compel: The Word of God (Celestial Divinity of Michael) “Whithersoever thou sendest us, we will go.” — Joshua 1:16 Compel allows a Sentinel to exert a holy magnetism over others, and channel some of the sovereign essence of the Lord’s mastery over all. Compel is a Divinity that must be used carefully and reservedly. Although it is well that the Chosen Elect of Michael should have such a power for times of emergency, they must always remember that the Almighty fiercely and unreservedly respects the free will of His creations. Compel is a tool for desperate situations that must be wielded with discretion lest its wielder grow to enjoy the feeling of dominion over others — the Legion is only too experienced at using temptation to lure souls to hubris and self-grandeur with the gifts of power. First Echelon: INFLUENCE At the first Echelon of Compel, a Sentinel gains the ability to enhance the natural effect of his social abilities when dealing with others. At will, he may radiate a warm and commanding aura, causing others to not only take notice of him, but to pay more attention to what he is saying or doing. Insight Cost: 0 Effect: The Sentinel may lower the DR of any ordinary roll involving Attractiveness, Reason, or Aura by -1. This does not include uses of the above Aspects to power or guide supernatural abilities, such as other Echelons of Compel. This power has no effect on supernatural beings, although they can sense its use if within sixty meters when evoked. Second Echelon: SUGGESTION A Sentinel wielding the power of Suggestion may give a clear, simple one or two word command to another person. Without really knowing why, the subject will obey the command to the best of his ability. Suggestion is a gentle power, deadening the subject’s natural apprehension and suspicion; causing him to accept the brief compulsion as nothing more than a reverie or slip of the mind. Suggestion may be used to command just about anything in the target’s immediate power to accomplish — with one solid limitation: the target may in no way be forced to take an action that he knows to be immediately hazardous to his health or welfare.
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Insight Cost: 1 Effect: In order to effect a Suggestion on a mortal, the Sentinel must succeed in an Aura + Command roll against a DR equal to the target’s Willpower. This power has no effect on supernatural creatures. At the Prophet’s discretion, a Suggestion that does not threaten the safety of the subject but involves the sacrifice of something else important (substantial amounts of money, a valuable object, sentimental affectation etc.) may raise the DR of the roll by +1.
Insight Cost: 2 Effect: When using Suggestion, The Sleeping Will, The Shackled Will or Holy Dominion, the Sentinel may elect to make an Aura + Command roll to see if he can attempt to influence more than one person with his power. The DR of the roll is always set at the highest person’s Willpower less one point in the intended group. For example, Josh is trying to Shepherd the Many on a small crowd at a funeral. The highest Willpower in the group is 6, so the DR of the roll is 5.
Third Echelon: THE SLEEPING WILL The Third Echelon of Compel is more lasting and dynamic than the relatively simple power of Suggestion. The Sleeping Will is similar to Suggestion in that it cannot be used on supernatural beings. However, it does allow more control over another and binds the target for a longer period of time. The Sentinel can command the target with a number of sentences equal to his Willpower. For example, The Sleeping Will may convince a guard to leave his post for several minutes, force a recalcitrant prisoner to be quiet for a scene, or a hysterical innocent bystander to stay under cover until all the danger has passed. If challenged or confronted about any unusual behavior during this time period, the subject glibly rationalizes and explains his behavior without exciting his own curiosity or suspicion. Insight Cost: 2 Effect: The Sentinel must succeed in an Aura + Command roll versus a DR equal to the target’s Willpower. The number of successes on the roll may be used to extend the duration of the effect:
1 success:
Number of individuals equal to the Sentinel’s Aura + Grace may be affected
2 successes:
Number of individuals equal to the Sentinel’s Aura + Grace x 2 may be affected
3 successes:
Number of individuals equal to the Sentinel’s Aura + Grace x 3 may be affected
4 successes:
Number of individuals equal to the Sentinel’s Aura + Grace x 4 may be affected
1 success:
one minute
2 successes:
five minutes
3 successes:
fifteen minutes
4 successes:
one hour
5 or more successes:
two hours
Fourth Echelon: THE HIDDEN MESSAGE The subtle yet powerful fourth Echelon of Compel allows a Sentinel to conceal the effect of any other Echelon of Compel within a totally innocuous and unassuming guise, so long as it involves any kind of rhythmic sound (not necessarily vocal). Thus, a Sentinel could ask someone a completely innocent question about the weather, and beneath it hide a supernatural command, leaving bystanders none the wiser to anything unusual. Sentinels with the appropriate skill may also hide commands within whistling, tapping, humming or music, including music that involves no vocal component. Insight Cost: 2 Effect: The user of Compel may use it to totally conceal the use of Suggestion, The Sleeping Will, Shepherd the Many, The Shackled Will or Holy Dominion, so long as some seemingly innocent distraction (a song, a speech, a few notes from a flute, etc.) may be contrived. Fifth Echelon: SHEPHERD THE MANY At this level of Compel, the Sentinel may work his magnetic arts upon more than one person. The same command must be given to everyone in the affected group.
5 or more successes:
Number of individuals equal to the Sentinel’s Aura + Grace x 5 may be affected
In the event that a Sentinel is only able to affect less than the total number of people in a crowd or group, he may choose who falls under his influence and who does not. Sixth Echelon: THE SHACKLED WILL The sixth Echelon of Compel is a forceful, obvious, and immensely powerful type of command. The Shackled Will may be used to command a non-supernatural being to do virtually anything, with the sole caveat that the action cannot result in inevitable or immediate death (leaping off a cliff, swallowing poison, etc.). Nonetheless, inherently dangerous and hazardous courses of action (walking into a building that’s on fire or across a precarious bridge) may be imposed. The Shackled Will may even be evoked against a target that is actively hostile toward the Sentinel — a charging attacker may be ordered to drop his weapon and step away. A cultist of the Legion may be ordered to cease his obscene incantations and perform nursery rhymes instead. A squad of unfriendly border guards may be ordered (in conjunction with Shepherd the Many) to calmly unload their weapons and hand them over to the Sentinel. Insight Cost: 3 + 1 Grace Effect: In order to effect The Shackled Will, the Sentinel must succeed in an Aura + Command roll versus a DR equal to the target’s Willpower. This power has no effect on supernatural creatures. All commands (short of immediate suicide) are obeyed with alacrity — the subject’s muscles betray him even if his mind resists. Seventh Echelon: HOLY DOMINION A Sentinel who has earned the seventh Echelon of Compel is invested with an awesome degree of authority over anything in corporeal form, even the mighty denizens of the Abyss. Insight Cost: 4 Effect: All of the Sentinel’s Compel powers may now be used against all types of supernatural beings, including the Fallen and Nephilim.
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With the power of Reveal the Jeremielite can see spirits by simply using his will. Even if the Sentinel is blind, he can still perceive the spirit realm normally, since it is a realm that does not rely on mundane senses. To use Reveal, the character must succeed in a roll of Willpower versus DR 3. Success lasts exactly for one hour per point of current Grace, and allows the Sentinel to see spirits as if they existed in the flesh, including incorporeal entities. Spirits cannot tell they are being observed unless the Jeremielite acts like he is aware of what the spirit is doing. If the Sentinel fails in the Willpower roll he suffers -1D for six hours due to spiritual fatigue. Second Echelon: ECHO OF VOICES The Sentinel’s senses and voice can exist in the spirit realm beyond The Veil. The Chosen gains the ability to speak with any spirits present. Insight Cost: 1 Effect: The Sentinel can speak with any spirits present. The speech of the spirit realm isn’t affected by the Tower of Babel, and therefore, no matter what languages are being spoken, all sides of a spirit realm conversation can understand one another. Whether or not the spirit will speak with the Jeremielite depends on the nature of the spirit and its demeanor. Not all spirits like to be bothered. Echo of Voices automatically draws the attention of any spirit near the Jeremielite the moment he speaks.
Crossing: The Passage of God (Celestial Divinity of Jeremiel) “Into Thine hand I commit my spirit.” — Psalms 31:5 The Divinity of Crossing is a gift from Heaven that allows the Sentinel to reveal a world across The Veil. The realm of ghosts, unquiet souls, and those lost in Purgatory becomes a second sight for the Jeremielite, and, as his will to delve into the mysteries of the afterlife increases, so too does his understanding of the forces at work there. First Echelon: REVEAL Jeremielites bear witness to the spirit realm as part of their gift. With this sight they can see active spirits, perceive the Unquiet, and see ghosts and apparitions without fail. Such sights are frightening and unnerving to say the least. Insight Cost: 0 Effect: Spirits are beings that inhabit the spirit realm, a plane of existence that lies parallel with the material world, like skin under a mask. Most spirits aren’t capable of piercing the barrier between the two worlds, which Jeremielites call “The Veil.” However, some spirits indeed can manifest effects on the material world, and in fact some entities exist in the material world, but are simply incorporeal. Poltergeists make objects move, ghosts manifest as frightening apparitions, and the Unquiet possess the living or animate the bodies of the recently dead. There is great variety in the types of powers a spirit can use, and it is part of a Jeremielite’s duty to learn as much of the spirits as possible without treading onto the Forbidden Path of Sorcery.
Third Echelon: GRACEFUL PRESENCE OF MARTYRS The Chosen of Jeremiel can call upon Martyrs to aid them in times of need. While the guidance and aid provided here is usually in the form of information, clues and paths of action may also be revealed to the Jeremielite through the use of this power. Martyrs may also decide to act as a guardian for the Jeremielite, if only for a short time. Insight Cost: 4 Effect: The Chosen must spend at least an hour in prayer to bring the Martyr forth. As the call reaches the Martyr, the Sentinel rolls Faith + Persuasion versus DR 5 to appeal to the Martyr. If there are no successes the Martyr ignores the appeal but replenishes a single point of temporary Grace for the Sentinel (up to his maximum) as a sign that it was present but will not assist him at this time. If the Sentinel succeeds, the Martyr stays with the Jeremielite for an hour per success. During this time the Martyr may lend aid to the Jeremielite as it sees fit. Martyr’s are not emotionless automatons and have personalities, goals, and motivations all their own. The Sentinel must understand the individual needs of the Martyr to attain its full cooperation, since authoritative and dominating commands will not be taken to very well at all. Small tasks could be in the form of information or spiritual defense where the Martyr uses its own divine powers to protect the Sentinel from harm. Greater tasks could combine services requiring dedicated sacrifice and self-driven action, but this is up to the discretion of the Prophet. Fourth Echelon: PIERCE THE SHROUD Prophetic Revelations allow Sentinels great insight. By willing himself into a state of lucidity, a Jeremielite can manifest in a Prophetic Revelation, and interact and travel through the vision as if it were a three dimensional world. This gives the Jeremielite deep understanding of the matters addressed in his visions, and definitive answers on the nature of the vision itself.
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Insight Cost: 5 + 1 Grace Effect: The details and mysteries of the Jeremielite’s Prophetic Revelations become clearly spelled out. The significance of the vision becomes apparent, and readily interpreted, no occlusion of facts, no hiding of secrets. The vision is understood with absolute clarity and meaning. In fact, hidden inferences are also revealed, symbols and indications of future problems may also be gained from inspecting the Prophetic Revelation. No aspect of the vision is left untouched, and the Jeremielite can recall without error every detail of importance the vision conveyed. Fifth Echelon: SCOURGE OF WILL Using will and faith, the Sentinel can smite Unquiet and evil spirits with the divine light of his Sphragis. The purity of his mission is wielded like a weapon against spirits that have lost their way and serve the Legion. Insight Cost: 6 + number of successes Effect: By holding out his hand, the Sentinel channels divine light through his Sphragis. This light judges incorporeal entities and spirits as if it were the very eye of God. Spirits inhabiting a corporeal shell cannot be affected by this power, but they do experience a sense of fear for those who wield it (-1D for a number of Action Phases equal to the Jeremielite’s Grace). The Sentinel rolls Willpower + Occult versus a DR equal to the spirit’s total Taint. Success causes the entity affected to take an amount of Incorporeal damage equal to its Taint rating. The Jeremielite must also pay a number of extra Insight equal to the number of successes gained on the effect roll. The affected spirit may resist the damage by making a Willpower roll versus a DR equal to its own Taint + the number of successes rolled by the Sentinel. Each resistance roll success reduces the amount of damage taken by 1. This power requires a full Action Phase to use. Sixth Echelon: CALL TO FLESH Unquiet and evil spirits can hold onto material form tenaciously, but can escape the grasp of the material plane for the safety of an incorporeal form. With this power the Sentinel can drag a spirit across The Veil into the corporeal world, making it vulnerable to physical attack. Insight Cost: 1 per round + 1 Grace Effect: To make the incorporeal into flesh, the Jeremielite engages the spirit in a contest of wills. An opposed Willpower vs. Willpower roll is made. If the Jeremielite gains even one success, the spirit is called into the material world and trapped in a corporeal shell so that others can harm it. The Jeremielite expends a single point of Grace after succeeding in the Willpower test to manifest the spirit. The Jeremielite must spend one Insight point per round on his initiative to keep the spirit from slipping back across The Veil, and may not perform other actions except for defense rolls. The spirit is now treated as a corporeal creature, and can be attacked with melee weapons, firearms, or in hand-to-hand combat.
Effect: Calling upon souls awaiting redemption in Purgatory, the Jeremielite compels the spirits of the afterworld to manifest in the material world. Drawn into the material realm in a maelstrom of blinding light, these angelic looking spirits rapidly form into embodiments of vengeance. The manifested defenders resemble wrathful winged mummified men and women with eyes of divine blue fire. These creatures heed the orders and compulsions of the Jeremielite to their utter destruction. The Jeremielite makes a Willpower + Persuasion roll versus DR 4. The Jeremielite summons forth his Grace + (1D for each success) of Purgatory Spirits. The manifested Purgatory Spirit is twisted, repulsive, and horrific by the transformation into flesh and body, with fearsome and wrathful expression. The destruction of a Purgatory Spirit results in its release. By serving the Chosen Elect of Heaven, it has redeemed its soul in God’s Grace and may now enter the Kingdom of Heaven. Spirits that are not destroyed remain with the Sentinel until the following sunset when they return to Purgatory awaiting the call once again to atone for their sins. A Surielite that destroys a Purgatory Spirit with the Blessing Sanguine Atonement also grants it passage to Heaven. Purgatory Spirit (physical manifestation) Purgatory Spirits have volunteered to sacrifice themselves in the protection of the righteous and innocent. These spirits hope that past actions in life will be forgiven by this sacrifice and that they will be redeemed, allowing their souls to ascend to Heaven.
Seventh Echelon: PURGATORY’S RELEASE The Jeremielite can call upon the souls in Purgatory to aid and defend him in times of need. Insight Cost: 10 + 2 Grace
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BODY: Agility 3, Attractiveness 0, Might 4, Vigor 4 MIND: Logic 1, Reason 1, Senses 3, Willpower 2 SPIRIT: Aura 4, Faith 6, Inspiration 3, Soul 1
PROFICIENCIES: Awareness 2, Evasion 2, Hand-to-Hand 4 (Render Limbs), Intimidation 4 (Wrathful Expression), Jumping 4 (Fearless Leap), Lifting 2, Prayer 1, Running 4 (Sprint) INSIGHT: 7 GRACE: 0 (yet to atone for past actions) DIVINITIES: Arcana 1(Incantation) RITES: Binding, Stolen Voice, Unregarded Passage
Elements: The Creations of God (Heavenly Divinity) “He commandeth, and raiseth the stormy wind, which lifteth up the waves thereof.” — Psalms 107:25 This Divinity grants a Sentinel command over the four natural elements that are the foundation of God’s universe: Air, Earth, Fire, and Water. Each element has both a nurturing and a destructive side, and it is this duality of function, which makes the Divinity of Elements such a versatile tool for the Chosen Elect of Heaven’s army. First Echelon: ELEMENTAL AEGIS At the first Echelon of Elements, the Sentinel finds himself blessed with the ability to resist the harmful effects of exposure. It is as though the elements themselves are reluctant to cause injury to a servant of God. Insight Cost: 1 Effect: The Sentinel may add his Faith rating to any roll made to resist or avoid the unfortunate effects of an elemental hazard. This includes but is not limited to: • Suffocating by earth or water • Burning by fire • Freezing by exposure to deadly cold weather • Being battered by a windstorm, hail, tornado, etc. Second Echelon: CHANNEL ELEMENTS The four cardinal elements have traditionally been thought to govern or embody certain human qualities and abilities. At the second Echelon of Elements, the Sentinel may channel the fundamental qualities of a chosen element, using it to enhance one of his Aspects for a brief period of time. Only one element at a time may be channeled. Insight Cost: 2 Effect: This power requires a full Action Phase of concentration to evoke. The Sentinel must make a Faith + Praying roll versus DR 5. Each success adds one die to the relevant Aspect for a number of Action Phases equal to the Sentinel’s Grace rating. Air: carries many things on its invisible currents, is channeled to enhance Senses. Earth: steadfast and enduring, is channeled to enhance Vigor. Fire: swift and wrathful, is channeled to enhance Might. Water: infinitely supple, is channeled to enhance Agility. Third Echelon: ELEMENTAL ASSAULT At the third Echelon of Elements, the Sentinel may command the natural world to rise up against a chosen target, battering it
with waves of supernatural force. Biting winds rise howling around the target, the earth buckles and shakes beneath the target’s feet, water crashes and leaps as though alive, and fire clutches greedily for fuel, eager to burn and devour. This power is anything but subtle. Insight Cost: 3 Effect: One element may be commanded at any given time, and it must already be present in some sufficient quantity (a roaring bonfire, an expanse of undeveloped soil, a small body of water, etc.). The Sentinel must succeed in a Faith + Willpower roll versus DR 5. Every success subtracts one die from the target’s rolls as the element takes on a life of its own and hinders their actions. This power may be used on any target within sight provided it is within one meter to the source of the assaulting element. The target may be an individual or an inanimate object. If the target is immersed in or surrounded by the chosen element (for example, swimming in a river or running through a burning house) the difficulty of Elemental Assault is DR 3 instead. Damage is based on the Intensity of the Element (see Chapter 5, page 125 for more details on Intensity levels). Fourth Echelon: ELEMENTAL SOVEREIGNTY A Sentinel with this level of mastery may exert his will to either calm or excite the elements. For example, a Sentinel could cause a smoldering spark to grow into a wildfire, or suppress the fires within a burning building and eventually extinguish them. He could raise a powerful wind on a calm, breezeless day, or attempt to steal the fury from a dangerous windstorm. He could turn a glassy lake into a thrashing maelstrom of whitecaps. If used on the element of earth, this power may be evoked to make the ground beneath someone’s feet either more or less dangerous (turning shifting desert sands into a firm running surface, for example, or turning solid-looking grass into a soft, sinking quagmire). Insight Cost: 4 Effect: This Echelon of Elements allows some flexibility and creativity on the part of the player, but also requires sound judgment on the part of the Prophet. In order to evoke this power, a Sentinel must spend a full Action Phase in deep concentration. During the next Action Phase, he may roll Willpower + Concentration versus DR 5. Every success gained allows the Sentinel to raise or lower the potential of an element by one level of Intensity (see page 125). For example, the Intensity of a fire could be described using the following scale: Intensity 0:
The fire is extinguished, leaving nothing but smoldering embers
Intensity 1:
The fire is no more than a candle’s flickering flame
Intensity 2:
The fire is as bright and intense as a handheld torch
Intensity 3:
The fire is similar to a small campfire
Intensity 4:
The fire is as hot as a raging bonfire
Intensity 5:
The fire burns with enough energy to consume an entire room
Intensity 6:
The fire roars and surges, large enough to threaten a two-story house
Intensity 7:
The fire could easily destroy entire warehouses, buildings and large tracts of forest
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This scale is just as easily applied to any element, from winds to water conditions, so long as the element is within the Sentinel’s line of sight. This power is not entirely instantaneous. Every level of reduction or enhancement requires an additional Action Phase to take effect. For example, if a Sentinel rolls to calm gale force winds of Intensity 6 and gains three successes, the windstorm will immediately fall to Intensity 5. On the following Action Phase it will fall to Intensity 4, and on the third Action Phase it will fall to Intensity 3. Once the full effect of Elemental Sovereignty has been expended, the Sentinel may attempt another use of the power to exert further control over the element at its new level of Intensity. Fifth Echelon: ELEMENTAL UNION At the fifth Echelon, a Sentinel has developed such an affinity with Elements that he may entirely subsume himself in one of them, dissolving his corporeal form and temporarily passing into it. The Sentinel may dissolve into the air, or pass into a body of water, or sink into earth and stone, or appear to vanish within the deadly heat of a roaring fire. The only caveat is that the element in question must exist in a volume or mass great enough to subsume the Sentinel’s body — he could vanish into a lake or river, but not into a glass of water. Insight Cost: 6 Effect: This power involves no roll, but it does require a full Action Phase of concentration to effect. Once subsumed into an element, the Sentinel does not actually move, even if the element is in constant turmoil (for example, a river or wind). He is effectively immobile, unable to use any powers or abilities, and able to regard the world vaguely and abstractly through his Senses Aspect alone (no other Proficiencies or Aspects may be used). Returning to corporeal form requires another full Action Phase of concentration. In the event that the element in which the Sentinel is subsumed is somehow diminished or removed entirely from the original location (say, a fire is extinguished or a wall is broken down) the Sentinel is forced back to corporeal form against his will. A Sentinel may remain subsumed for a number of hours equal to his Willpower rating. At the end of this time, he returns to corporeal form. The human mind can only spend so much time in such a strange state of existence, and it may be perilous to push the boundaries too far. Some Sentinels have been known to grow addicted to this power. Sixth Echelon: ELEMENTAL ANIMATION At the sixth Echelon of Elements, a Sentinel may command a quantity of an available element to take an amorphous, autonomous shape; in effect creating a temporary elemental spirit. This animated form is of roughly human shape and mass. It obeys the unspoken command of the Sentinel, allowing him to take ordinary actions once the elemental spirit has been evoked. Such a being may be dissolved at the Sentinel’s will once its purpose has been served. Insight Cost: 5 Effect: In order to create an elemental spirit, the Sentinel must have a useful quantity of the element in question within sight. He must then make an Inspiration + Command roll versus DR 5. If successful, an elemental spirit manifests the following Action Phase. This spirit is under the direct control of the Sentinel, however the Sentinel may take his own actions from that point onward without penalty.
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An elemental spirit has a pool of action dice equal to the Sentinel’s Faith + Soul rating. This is the number of dice it rolls when taking any action — making an attack, rolling damage, resisting damage, and so forth. An Elemental Spirit is essentially mindless, and is therefore unaffected by emotional or mental control, pleading, reason, and other such actions. It is similarly unable to do anything of a non-physical nature. Elemental Spirits move up to ten meters per Action Phase. An Elemental Spirit may be affected by any form of damage. If an elemental spirit suffers an amount of damage (after its resistance roll) equal to or greater than its creator’s Faith rating, it is instantly dispelled. Any lesser injury permanently lowers its dice pool by an equal amount. If the elemental has its dice pool reduced to zero, it dissipates and is destroyed. Elemental spirits have special qualities based upon their composition: • Air elementals appear as small wisps of dense air and are near invisible, subtracting two dice from any attempt by a nonsupernatural creature to attack or hinder them in any way. When motionless, they may not be detected except by supernatural beings. • Earth elementals are stronger and sturdier than their counterparts, granting them two bonus dice to resistance rolls versus damage. • Fire elementals burn with deadly heat, allowing them to set fire to anything flammable that they come into contact with. Additionally, any successful hand-to-hand attacks made against a fire elemental forces the attacker to make a resistance roll against a number of damage dice equal to the spirit’s dice pool. It’s rarely wise to stick an arm or leg into a being of animated fire. • Water elementals are fluid and malleable, allowing them to flow and twist with frightening speed. Water elementals add two bonus dice to any action involving speed and precision, including attack rolls. Seventh Echelon: TEMPEST By invoking the power of the Tempest, a Sentinel with the highest mastery of Elements may call upon the primal forces of nature to erupt forth in all of their fury, blazing and boiling in the form akin to a natural disaster (the same as an Intensity 10 environmental effect). Treacherous floodwaters rise to cover the land, earthquakes shatter the foundations of cities, tornadoes stab at the ground, and firestorms billow with ravenous glory. Any element may be used, so fires can rage on lakes and floods can rise out of desert sands. Insight Cost: 6 + 2 Grace Effect: The Sentinel must spend a point of Grace and spend five minutes in uninterrupted concentration and prayer. At the end of this time, he must make a Faith + Praying roll versus DR 6. A Tempest arises within one Action Phase, with an epicenter chosen by the Sentinel. Generally, the earliest and worst effects of the coming disaster are felt at this location. A Tempest affects an area equal to the Sentinel’s Faith in square kilometers and lasts for his Soul rating in minutes. The Sentinel that created the Tempest may dispel it at will, though full dispersion of the effect takes several minutes. The Prophet should keep in mind that certain effects will take advantage of the environment, so a Tempest induced hurricane during a tropical storm or a raging fire in a dry forest may result in more damage than the Sentinel intended.
Fury: The Wrath of God (Celestial Divinity of Gabriel) “In wrath remember mercy.” — Habakkuk 3:2 The Divinity of Fury gifts the soldiers of Gabriel with a wild and passionate anger. In battle, the rage is sudden, fueling the warrior’s passion to avenge those who have died in the name of God. Fury augments the natural martial virtues of the Sentinel, granting superior reflexes, strength, speed, and killer instinct. Violent as it may seem, this Divinity gifts Gabrielites with the edge they need to protect and guard humanity against the forces of darkness. First Echelon: THE EYES OF BATTLE At the first Echelon of Fury a Sentinel becomes attuned to the rhythms of conflict and acquires an intuitive feel for danger. This awareness is always present, granting him a reflexive readiness for action. Insight Cost: 0 Effect: The Sentinel may add a number of dice equal to his Faith rating to all Initiative rolls. Second Echelon: EMPOWERMENT At the second Echelon, the Sentinel finds himself charged with a subtle angelic energy that enhances his physical abilities. Insight Cost: 1 Effect: The Sentinel gains the ability to re-roll all sixes when he uses a Body Aspect for any reason, in effect acting as an additional broad ranged Specialization. This includes raw use of Aspects, such as rolling Vigor to resist incoming damage, or Might to determine hand-to-hand damage. Only one Insight point is spent to re-roll all the sixes that might occur in a single roll. Third Echelon: ARMOR OF FAITH At the third Echelon of Fury, Sentinels in battle find themselves girded with holy might, a force which enables them to take staggering blows and lethal attacks with relative ease. This is obviously a miraculous effect — after all, when people start crashing through brick walls without injury or deflecting bullets with their bare skin, even the dullest observer is going to realize that something extraordinary is going on. Insight Cost: 2 Effect: The Sentinel uses Vigor + Faith to guard against all types of damage when making resistance rolls. The effect lasts for a number of Action Phases equal to the Sentinel’s Grace. Fourth Echelon: ANGER’S EDGE The Sentinel gains the ability to draw upon and focus all the anger and turmoil in his troubled soul upon acquiring Anger’s Edge. The injustice of the mortal world, the poisonous ambition of the Legion, and the pains and sorrows of humanity simmers within the spirit of the Gabrielite, and in a time of crisis he can draw on this energy and channel it in for righteousness and virtue. Insight Cost: 2 Effect: The Sentinel must take no action for one full Action Phase — this time is spent concentrating, building up a surge of anger. The Sentinel clenches his fists, grits his teeth, and lets
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himself give voice to a rising battle-cry. When the Sentinel takes his next action (generally on the following Action Phase), he may add his Soul rating to the applicable dice pool. This power may only be used to enhance rolls based on Body Aspects (precise, delicate activities, such as lock picking, do not benefit from Anger’s Edge). Fifth Echelon: HOLY WRATH The Holy Wrath enhances the lethality of the Gabrielite’s strikes. Some Sentinels insist that their hands begin to glow with a faint, pulsing glow when they evoke this effect in combat. Only their opponents really know for sure, and most of them are in no shape to discuss their feelings after an encounter with a Sentinel armed with the Holy Wrath. Insight Cost: 3 Effect: The Sentinel’s attacks gain two bonus damage dice in hand-to-hand. These damage dice are automatic and do not need to be tested (for example, rolled against DR 4). Additionally, any wounds done by the Sentinel’s bare hands now do incorporeal damage. Sixth Echelon: ONSLAUGHT At the sixth Echelon of Fury, the Sentinel finds himself able to evoke angelic speed during physical actions. The Sentinel becomes a blur of motion, a lightning-quick engine of destruction. His opponents feel the deadly effects of his attacks before they see them. This power causes a fair amount of bodily and spiritual disturbance in the Sentinel, and he suffers an automatic banal wound at the end of its effect. Insight Cost: 4 Effect: The Sentinel doubles all his attack dice pools for a number of Action Phases equal to his Soul rating. His movement rates are likewise doubled for the duration of this effect. The Sentinel takes one banal wound at the end of the effect.
Seventh Echelon: GABRIEL’S SWORD At the ultimate Echelon of Fury, the Sentinel gains the ability to evoke a devastating white-hot burst of energy capable of sundering all beings in its path. This is an awesome display of power, one guaranteed to send onlookers fleeing in terror. Nothing on earth can fully resist against this eruption of divine vengeance. Insight Cost: 5 + 1 Grace Effect: This power may only be used in conjunction with hand-to-hand or melee attacks. If this attack is made with an unconsecrated melee weapon (see page 99), it still has its full effect, but the weapon is destroyed at the end of the effect. Gabriel’s Sword lasts for a number of minutes equal to the Sentinel’s Faith rating. The player must declare the use of Gabriel’s Sword and spend a Grace Point prior to his character taking action. The attack is rolled normally. A successful attack roll doubles the total number of damage dice and is considered automatic (need not roll versus DR 4). This damage is considered incorporeal. Incarnate Demons that are reduced to zero Life Levels by Gabriel’s Sword become discorporate and are sent back to Hell.
Genesis: The Power of God (Heavenly Divinity) “And God saw every thing that He had made, and, behold, it was very good.” — Genesis 1:31 God’s first display of power was to create. With this Divinity, the Sentinel gathers the ability to enhance and, later, create life and energy from the fabric of reality. It is a miraculous power that shows the gift that God had made for man — a gift that is on the verge of oblivion.
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First Echelon: LET THERE BE LIGHT The Sentinel can illuminate his surroundings with motes of light. The level of illumination can vary from a small radiance to an intense beam that is blinding to look upon. Insight Cost: 1 to 10 Effect: The Sentinel can create light, even in absolute darkness. This light illuminates an area equal to the Sentinel’s Aura in meters. The light has an Intensity equal to the number of Insight points spent on its creation (see page 125 Core Rules). Intensity 5 or less light lasts for 2D in minutes. Intensity 6 to 8 lasts for 1D in minutes, and Intensity 9 or 10 lasts for 1D in Action Phases. An external source of illumination with a greater Intensity overpowers the Echelon and disrupts it completely. Sample light Intensity: Intensity 1 Intensity 3 Intensity 5 Intensity 7 Intensity 9 Intensity 10
moonlight glow large candle track lighting large floodlight high powered spotlight lighthouse beacon (temporarily blinding)
Second Echelon: ABUNDANT WATERS Even a slight trickle of water can be turned into a raging torrent by the Sentinel. The Sentinel has learned how to draw water from the moisture around him, summoning enough to amplify it to varying degrees. Insight Cost: 1 to 10 Effect: By concentrating on the air and earth around him, the Sentinel can call the surrounding moisture into a drop of crystalline water that rapidly grows into more and more water in the immediate environment. The water follows normal properties
and will flow downhill and take the shape of any containers it may pass into or through. The amount of water created is dependent on the number of Insight points spent. 1 Insight 1 liter 2 Insight 2 liters 3 Insight 4 liters 4 Insight 16 liters 5 Insight 32 liters 6 Insight 64 liters 7 Insight 128 liters 8 Insight 256 liters 9 Insight 512 liters 10 Insight 1 cubic meter (or 1 ton of water) (Note: 1 liter of water weighs approximately 1 kilogram.) Third Echelon: TELLURIC MANIPULATION The Sentinel is now able to manipulate stone and earth to his will. This means that the Sentinel can accelerate erosion, create a stone path across a stream, or use the earth to create low barriers and strange terrain effects. Insight Cost: 1 to 6 Effect: The power of Genesis grows even greater now that the Sentinel can manipulate the very soil he stands on. The Sentinel makes changes to the earth according to the amount of Insight he spends. He rolls Willpower + Concentration versus DR 4, needing a single success to work. The Sentinel must touch the ground with bare skin (such as his hands or feet) in order to use this power. 1 Insight
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The Sentinel can cause the ground to be firm and unyielding, preventing his tracks from
being left in soil. While this does not eliminate the ability for others to track him or his group, it does make it more difficult. Any attempts to track the Sentinel or those traveling with him (up to 7 other people) are at a +2 DR modifier. This effect lasts for one hour. 2 Insight
Low stone paths and small bridges of earth rise up out of low waters to give the Sentinel passage across small to medium sized bodies of water no deeper than 3 meters. These fade immediately after the Sentinel has crossed the water.
3 Insight
Small tremors and shifts in the ground can be made to interfere in the progress of other parties. A localized earthquake causes a single person to suffer +2 DR to all Agility rolls for 1D Action Phases. The tremors follow the target or move where the Sentinel desires throughout the duration.
4 Insight
Low barriers and mounds of earth burst up from the ground, providing 50% cover for the Sentinel. These remain in the local terrain permanently. These can also be used to slow progress across an expanse of ground, reducing movement to 75% of normal.
5 Insight
Erosion and time seem to accelerate, destroying mounds of earth, causing rockslides, earth slides, and even cutting through stone. The Sentinel can cause a landslide to impede passage through an area equal to his Faith x 10 in meters. He can also use this ability to erode enough stone and earth to create a passage large enough to walk through.
6 Insight
Massive tremors threaten to crack and sunder the earth in an area chosen by the Sentinel. Sinkholes open up spontaneously, localized seismic activity breaks up the earth, or the ground simply collapses. The area of the tremors is equal to the Sentinel’s Faith x 5 in meters. Anyone within this area must roll Agility versus DR 5 or fall into a small crevice or depression, taking 3D of falling damage.
Fourth Echelon: GROWTH AND ABUNDANCE The Sentinel is now able to accelerate the growth of plants. By touching the earth itself, the Sentinel can cause a massive burst of growth, literally making plants flourish from seed to maturity in mere moments. Insight Cost: 6 Effect: This gift allows the Chosen Elect to create a wild area of tangled plant growth where there was once nothing. The Sentinel rolls Vigor + total Grace versus DR 4 in order to imbue the earth with the energy necessary to create life. In 1D minutes the seeds create an area of growth equal to the Sentinel’s Inspiration x 10 meters. Passing through this area is difficult, and movement is reduced to 25% normal. The growth is miraculous, and can be sued to make specific crops prosper. If used in conjunction with Consecration (the 2nd
Echelon of Hallow), the area of growth is rendered fertile and abundant for 6D years. Fifth Echelon: VOLTAIC MANIPULATION The powers of magnetism and electricity are one of the natural forces governed by Genesis. With this ability, the Sentinel creates focused bursts of electromagnetic energy to disrupt and destroy electronic equipment, and even complex nervous systems. While the energy summoned is substantial, it is too subtle to actually kill a living creature. Insight Cost: 8 Effect: By rolling Aura + Praying versus DR 4, the Sentinel determines how powerful a burst is generated. The burst has an area equal to the Sentinel’s Soul x the number of successes in meters. Electronics within the burst area become inoperable, and ften are permanently damaged. Devices that have breakers or backup systems will operate normally within 3D minutes. Living creatures within the burst (except for the Sentinel using the power) make Vigor rolls versus a DR equal to the effect’s Degree of Success. Failure causes 2 points of Banal damage, while a successful Vigor roll causes 1 point of Banal damage. Sixth Echelon: VITALITY A dying patch of land, a lifeless expanse of earth, or a toxic spill can be purified and made ready to receive living creatures. By using this power, the Sentinel takes responsibility for purifying an area of substantial size from all environmental poisons. The Sentinel in turn takes on an illness of some kind, a symptom of the dying land, so that the land in turn can prosper. Insight Cost: 8 Effect: The Sentinel purifies an area of land that has been poisoned or ruined in some way. This land becomes rich and fertile, capable of supporting abundant life and growth for years to come. However, the Sentinel suffers a debilitating sickness for many days, a symptom of the poison and lifelessness he has purged from the area. The Sentinel purifies an area equal to his Grace in square kilometers. This area, although still susceptible to future poisoning, becomes pure. Waters clear, earth becomes rich with nutrients, plants regain their vigor, and animals and insects regain their health and vitality. The precise disease that overcomes the Sentinel is up to the Prophet, but should be in relation to how badly the environment was suffering in the first place. A revitalized oil spilled coast might cause a skin disease, an abandoned strip mine might cause an organ to become ill, and a nuclear wasteland will likely cause terminal cancer. For his sacrifice, the Sentinel regains a point of Grace automatically. Seventh Echelon: IMMACULATE CONCEPTION Upon finding an appropriate person to serve as a vessel, the Sentinel grants them the gift of a child destined to become one of the Chosen Elect. Insight Cost: 10 + 1 Grace Effect: A female virgin must be found, of pure heart and good intent. Once the intended mother has been found, the Sentinel must pray for her for seven days. At the end of that time, the virgin will be gifted with child (although she will still carry the baby to full term of 40 weeks). The child will be destined to become one of the Chosen Elect during the hardest times (the Time of Tribulation and of the Sword) and automatically gains the
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benefit of Guardian Angel and Celestial Grace for free when they are Anointed later in life (see pages 60-61). Additionally, a non-virgin and barren woman who has received the Sacrament of Marriage can be made fertile with this power. Children born from such women are also destined to become one of the Chosen Elect but do not gain the Benefits listed above.
Hallow: The Presence of God (Heavenly Divinity) “Put off thy shoes from off thy feet, for the place whereon thou standest is holy ground.” — Exodus 3:5 Hallow allows the Lord’s Sentinels to impart divine presence unto themselves and upon the mundane world. Hallow is a means of consecrating the mundane, of rebuking the Demonic, and of calling down blessed grace in people and places of need. Hallow’s effects may be all but invisible to the mortal eye, but the denizens of Hell can sense its power as a fierce and terrible blaze, looming before them with the intensity of white-hot light. For all the Echelons of Hallow, the Sentinel must have at least one level of Meditation/Praying as a Proficiency. First Echelon: ENOCHIAN PRAYER A Sentinel evoking the power of Enochian Prayer engages in a heartfelt plea for strength and guidance in his coming struggles. Insight Cost: 1 Effect: The Sentinel must spend one minute in uninterrupted, silent prayer. At the end of the prayer, the DR to all rolls are lowered by -1 for a number of Action Phases equal to his Faith rating. A Sentinel using this power may alternatively choose to bestow its effects upon a single other person instead of himself. The Prayer can be “stored” and triggered later. It does not have to be used immediately after the Prayer is conducted (which takes a minute). Example: Before the Sentinels decide to visit the cult headquarters, one of the Sentinels (Amanda) conducts Enochian Prayer on her fellow Chosen Elect (Dane). 20 minutes later, they arrive at the lair and stealthily approach a ceremony chamber. The Sentinels are spotted, and the Dane decides to use his blessing to lower the DR by -1 for a number of rounds equal to his Faith rating. Second Echelon: CONSECRATION At the second Echelon of Hallow, a Sentinel gains the ability to purify a material object or a small area, charging the inanimate with a holy energy antithetical to the dark passions of the Legion and its supernatural minions. Insight Cost: 3 Effect: A Sentinel may use Consecration in one of two ways. He may invest power into a simple mundane melee weapon by praying over it for five minutes. A consecrated weapon does incorporeal damage to any supernatural being, and retains its consecration for ten minutes per point of Faith possessed by the Sentinel. Consecrated weapons do not break, chip, or dull for the duration.
Alternately, the Sentinel may choose to extend the Consecration to a small area, which cannot already be under the influence of a Demonic or malignant supernatural effect. Consecrating an area requires five minutes of uninterrupted prayer and Concentration. When a Sentinel has finished his prayer, the Consecration affects an area with a radius in meters equal to the Sentinel’s Faith + Aura. Any malign supernatural beings within an area of Consecration suffer a +1 DR to all actions. (See page 77 for more details on Consecrated grounds.) Third Echelon: REBUKE At the third Echelon of Hallow, the Sentinel gains the divinely-granted authority to pit his Grace against the Marked servants of the Legion in an effort to destroy their Taint and capacity to work evil. Insight Cost: 0 Effect: The Sentinel may now initiate a Spiritual Conflict against any being with Taint. Full rules for resolving a Spiritual Conflict can be found on page 70. Fourth Echelon: BLESSING At the fourth Echelon of Hallow, a Sentinel gains the ability to lend strength to a group of people through prayer. Insight Cost: 3 Effect: After concentrating and praying silently for one minute in the company of those who are to receive his Blessing, the Sentinel must roll Inspiration + Command versus DR 5. Each success allows one person (besides himself) to lower the DR by -1 to all actions for a number of minutes equal to their individual Faith ratings. Blessings performed within areas that have been Consecrated or Hallowed receive two bonus dice.
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Fifth Echelon: HALLOWED GROUND The fifth Echelon, Hallowed Ground, is a great deal more potent version of Consecration. Even at a distance, minions of the Legion feel the power of Hallowed Ground as an unpleasant itching heat under their skin, and are loath to step within its bounds. Insight Cost: 4 + 1 Grace Effect: Hallowed Ground requires the expenditure of a point of Grace. This power is functionally identical to consecrating an area in every way, save that once an area has been affected by Hallowed Ground a supernatural entity must succeed in a Willpower roll versus DR 7 to enter its confines. Additionally, supernatural entities suffer a +2 DR to all actions while within its bounds. Hallowed Ground lasts indefinitely (See page 77 for more details on Hallowed Grounds). Sixth Echelon: RECONSECRATION At the sixth Echelon of Hallow, a Sentinel becomes blessed with the ability to drive malignant energies from the inanimate world, thereby removing the Taint of the Legion from objects and places. Insight Cost: 5 Effect: To remove evil supernatural power from a Desecrated or Malign object or place requires one hour of uninterrupted concentration and prayer. After the Sentinel has finished his prayer, he must roll his Faith + Praying versus DR 5 for Desecrated places and objects, and versus DR 8 for Malign places and objects. If the roll is successful, the object loses its supernatural investment and becomes mundane. Often, such places and objects are consecrated immediately after as a precautionary measure. Seventh Echelon: GREAT CONSECRATION At the seventh and final Echelon of Hallow, the Sentinel is blessed with the power to create a permanently consecrated artifact — a material object imbued with holy might. This power must be used sparingly, for while an object so created can be a potent tool in the war against the Legion, the cost of its consecration is considerable. Insight Cost: 6 + 1 Grace Effect: The Sentinel may select any appropriate material object, be it a holy symbol, an article of clothing, a weapon, or anything else approved by the Prophet. In order to engage in a Great Consecration, it must be performed in Hallowed Ground. After a full hour of silent concentration and prayer, the Sentinel must make an oath to God (see page 75 in Grace Recovery). As he does so, a great wellspring of holy energy washes over the object that is the focus of the ritual, leaving it permanently Consecrated and supernaturally augmented. An object so invested may not be broken, and is no longer subject to rust, decay, chipping, dulling, or any of the other regular effects of the material world. The object gains a two-dice bonus to an appropriate action (for example, armor might gain a two-dice bonus to damage resistance, a weapon might gain a twodice bonus to its damage pool, a holy symbol might subtract two dice from the actions of any Demon within sight of it, etc.). This effect is permanent and costs nothing to evoke. All damage caused by a Consecrated object is considered incorporeal. At the Prophet’s discretion, a Consecrated device may display more subtle abilities. For example, it might glow slightly
in the presence of Demonic entities, or have a strange and unerring way of returning to the hand of its wielder, or it might slightly ease the dice penalties for lost Life Levels. Such effects are left to the individual taste of each Prophet, and need not manifest immediately upon Consecration.
Heal: The Mercy of God (Celestial Divinity of Raphael) “He hath torn, and He will heal us; He hath smitten, and He will bind us up.” — Hosea 6:1 Although holy and unholy forces are evenly matched for sheer destructive capability, one area in which the divine rules supreme is the gentle, powerful art of healing and restoration. Heal is a signature power of the righteous and the godly, well documented since biblical times. Heal allows its practitioner to mend wounds of the flesh and banish disease by the purity of faith. At its ultimate level of competence, Heal may even allow a Sentinel to keep the fragile threads of the spirit tightly bound to the flesh in situations where death would otherwise be inevitable. First Echelon: MENDING The first gift of the healer’s art is Mending; the ability to restore bruised, battered, and fatigued flesh to health through the application of faith and will. Insight Cost: 2 Effect: Mending allows a Sentinel to heal banal damage by laying on hands and silently praying for one minute. After doing so, the Sentinel may roll Faith + Praying versus DR 4. Each success removes one Life Level of banal damage and all of its associated penalties. If a Sentinel wishes to use Mending upon himself, the required concentration time is five minutes, and the difficulty of the Faith + Praying roll rises to DR 5. Second Echelon: RESTORATION At the second Echelon of Heal, the Sentinel gains the power to restore health from more serious injuries, such as internal bleeding, lacerations, broken bones, deep-impact trauma, and other potentially life-threatening problems. Insight Cost: 3 Effect: Restoration allows a Sentinel to remove levels of lethal damage by laying on hands and praying silently for one minute. After doing so, the Sentinel may roll Faith + Praying versus DR 5. Each success removes one Life Level of lethal damage and all of its associated penalties. In the event a character is suffering from both lethal and banal damage, banal damage will be healed before lethal damage. If a Sentinel wishes to use Restoration upon himself, the required concentration time is five minutes, and the difficulty of the Faith + Praying roll rises to DR 6. Third Echelon: PURIFICATION At the third Echelon of Heal, the Sentinel finds himself blessed with the ability to halt or even reverse the effects of toxins, poisons, and venoms within a living body. This includes toxins produced as a side-effect of disease organisms (such as bacterial or parasitic waste), but has no effect on the organisms themselves.
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Insight Cost: 3 Effect: Purification requires a full Action Phase of uninterrupted concentration. After touching the target, the healer must make a Faith + Medicine roll versus DR 5. If a Sentinel attempts to use Purification on himself, the difficulty to his Faith + Medicine roll is raised to DR 6. Successes are applied as follows: 1 success:
The action of the poison is halted. No more Life Levels are lost. After one hour, the poisoning victim must make a Secondary Effect roll (see page 128).
2 successes:
The poison is utterly purged from the victim’s system. No more of its effects are felt and no Secondary Effect roll is needed.
3 successes:
The poison’s effects are reversed. Life Levels are not restored, but any additional negative modifiers (such as penalties to Agility, Senses, etc.) are removed.
4 successes:
In addition to having all of the negative effects reversed, the victim regains a single lost Life Level (if the loss was caused directly by the poison).
5 successes:
The effects of the poison are entirely eradicated. The victim returns to a state of health prior to the poison taking hold. All Life Levels and other adverse effects of the poison are removed.
Fourth Echelon: CLEANSING Just as Purification allows a Sentinel to rid the body of virulent poisons, Cleansing allows him to mitigate and banish the effects of diseases, be they infectious, congenital or otherwise. Any illness caused by the action of an organism or a biological failing may be affected by this holy power. Insight Cost: 5 Effect: Cleansing requires a full hour of uninterrupted prayer and concentration. After touching the target, the healer must make a Faith + Praying roll versus DR 6. A level of success one beneath that required to banish the illness is sufficient to temporarily control and stabilize the disease in question, ensuring that its effects do not increase, spread, complicate themselves, or expand any further for the target’s Vigor rating in days. Banishing the effects of a disease that requires three or more successes is a demanding task, causing the Sentinel to lose a single Life Level of incorporeal damage due to spiritual exhaustion. Successes are applied as follows: 1 success:
The healer can remove a very weak form of ailment, such as a common cold or seasonal flu.
2 successes:
The healer can cleanse the effects of a more complicated illness, such as an unusually virulent flu strain or common disease such as chicken pox or measles.
3 successes:
The healer can purge a very dangerous or alarming illness such as pneumonia, bacterial meningitis or skin cancer.
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4 successes:
The healer can purge a living creature of rare and deadly conditions with complex symptoms and side effects, such as leprosy, lung cancer, anthrax, and many congenital conditions such as sickle-cell anemia and advanced diabetes.
5 successes:
The healer can nullify and banish even the most exceptionally deadly, persistent and fearsome diseases, including but not limited to widespread, metastasized cancers, HIV, and hemorrhaging fevers such as Ebola.
Fifth Echelon: SAINTLY TOUCH At the fifth Echelon of Heal, the Sentinel gains the power to heal even those injuries dealt by supernatural powers, which are usually far beyond the pale of human understanding, let alone medicine. Insight Cost: 4 Effect: Saintly Touch allows a Sentinel to remove levels of any type of damage, including incorporeal, by laying on hands and concentrating silently for five minutes. After doing so, the Sentinel may roll Faith + Praying versus DR 5. Each success removes one Life Level of damage (no matter its origin) and all of its associated penalties. If a Sentinel wishes to use Saintly Touch upon himself, the required concentration time is ten minutes, and the difficulty of the Faith + Praying roll rises to DR 6. Sixth Echelon: REGENERATION At the penultimate Echelon of Heal, the Sentinel finds his blessed power infusing and permeating his own body, greatly speeding his recovery from injuries even when he is devoting no thought to the process as long as his Grace remains at six or higher. Banal damage becomes all but a nuisance, while lethal and incorporeal damage less troubling. Insight Cost: 0 Effect: A Sentinel with Regeneration cuts all of his required healing times for lethal and incorporeal damage in half. Life Levels lost to banal damage regenerate at the rate of one per minute with no expenditure of energy or concentration. The effect is automatic, even when the Sentinel is unconscious or injured. Furthermore, when a Sentinel with Regeneration uses any other powers of Heal upon himself, the DR of his rolls are reduced by -1. Seventh Echelon: THE BINDING OF FLESH AND SPIRIT When the mortal body has sustained deadly injury, it soon slips its bonds with the immortal soul, becoming an empty shell. In the critical few moments after a mortal body has sustained a lethal injury, its vital essence has begun the process of severance, but its inhabiting soul has not yet begun its journey toward higher judgment. A Sentinel blessed with the highest level of the Heal Divinity may intervene in this process, restoring the spirit to its shattered body and returning the subject from the very threshold of death. However, this intervention is very costly. Insight Cost: 5 + 1 Grace Effect: This power may only be used on a character that has suffered death due to Life Level loss. Total destruction of the body makes The Binding of Flesh and Spirit impossible to perform. The subject cannot have been dead for longer than a number of minutes equal to the Raphaelite’s Faith rating.
The healer must touch his subject, spend a Grace Point, and succeed in a Faith + Praying roll versus DR 6. If successful, the healer sacrifices his own life-energy to fuel the process, deducting Life Levels until he is at immobile on the wound chart. This occurs instantly. Once the healer has succeeded in his roll and pays the costs involved, the subject is restored to the comatose Life Level. Any lingering harmful effects from before the subject’s death (such as a poison in his system or a fatal bullet) are purged. Someone who has been rescued from death by The Binding of Flesh and Spirit suffers the permanent loss of one point from a Body Aspect of his choice. A person may only benefit from The Binding of Flesh and Spirit once in his entire life. A healer may never use it on himself.
Illumine: The Eyes of God (Heavenly Divinity) “The wise man’s eyes are in his head; but the fool walketh in darkness.” — Ecclesiastes 2:14 The Divinities have been given to the Sentinels in expectation of their needs. The Archangels have foreseen the need for arts of war and arts of healing, arts of command and arts of sanctification, and they have also seen the need for arts of enlightenment and wisdom. Illumine provides Sentinels with a means to gather information beyond the limits of the five human senses. First Echelon: EMPATHY The power of Empathy allows a Sentinel to peer into the emotional state of another human being, albeit in a fairly dim and shallow manner. Empathy is an emotional meter, a way to sense how volatile or disturbed the subject is in his current environment. Insight Cost: 1 Effect: Empathy may be used at will, but only towards one individual at a time. The subject must be within sight of the Sentinel using this power. Empathy used on a supernatural being provides false emotional feedback. Activating Empathy takes no time, and it may be sustained for a number of minutes equal to the Sentinel’s Aura. With Empathy the Sentinel gets a general idea of a person’s true emotions at the time, as advised by the Prophet. Additionally, the Sentinel is able to detect fluctuations in emotional state. If the target attempts to take any form of violent action, the Sentinel receives forewarning and gains two bonus dice to his Initiative rolls for as long as he is reading the person’s state of mind. Second Echelon: METAPERCEPTION At the second Echelon of Illumine, the Sentinel gains the ability to greatly enhance the effectiveness of one of his five ordinary senses: sight, smell, taste, touch, or hearing. Sentinels with enhanced senses may employ them in obvious but extremely useful applications — seeing in the dark, identifying faces from hundreds of yards away, tracking or identifying others by sense of smell, detecting subtle poisons or drugs in food, performing incredibly delicate manipulations with the hands and fingers, and so forth. Clever characters can no doubt find countless uses for this ability.
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Insight Cost: 1 Effect: Metaperception may be activated and sustained at will for a number of minutes equal to the Sentinel’s Sense rating. This power doubles the effectiveness of the senses in question — the Sentinel can see twice as far, hear across a range of noises twice as broad, etc. Whenever a die roll needs to be made that utilizes one of the senses, the difficulty of the task is reduced by -2 DR. Whenever a Sentinel with an enhanced sense encounters an unexpected sensory stimulus (an incredibly bright light, an unusually loud noise, etc.) he must either drop the enhanced sense immediately or take a full Action Phase of motionless concentration while his senses adjust to the intrusion. Third Echelon: THE KEY OF BABEL The Key of Babel is a gift meant to unlock the gift of language. A Sentinel using The Key of Babel may, after a brief period of concentration, understand and communicate in a foreign language. The Sentinel continues to speak his chosen language but others will fully understand him, and vice versa. The Key of Babel is of use only to living human subjects. It does not allow the translation or communication of written forms of language. Insight Cost: 3 Effect: In order to activate The Key of Babel the Sentinel must concentrate silently for a full Action Phase and make a Reason + Concentration roll versus DR 4. Only one language (but an unlimited number of people speaking it) may be affected by this power at any given time. The Key of Babel lasts for a number of minutes equal to the Sentinel’s Reason Aspect. The number of successes gained indicates the clarity of the communication: 1 success:
Pidgin communication. concepts, and ideas.
2 successes:
Basic communication. Standard sentences and concepts.
3 successes:
Effective communication. Most ideas are clear. Technical ideas and terms are easy to understand.
4 or more successes:
Simple
words,
Fluent communication. Nuances, wit and humor, and innuendos are all possible.
Fourth Echelon: COMMUNION At the fourth Echelon of Illumine, the Sentinel gains the ability to establish a very deep two-way mental communication. Insight Cost: 4 Effect: Communion may be used on any target within sight, although it is much easier to use with a willing subject. Activating Communion requires a single Action Phase of concentration. In order to activate Communion against an unwilling or unaware subject, the Sentinel must defeat the target in an opposed Willpower roll. When a Sentinel uses this power on an unwilling subject, he is granted access to that subject’s surface thoughts, but not the deep memories, prejudices or secrets. Anything the subject thinks or senses is made known to the Sentinel. Also, the Sentinel always wins Initiative against the subject since he senses the subject’s actions beforehand. Contact with an unwilling subject may be maintained for the Sentinel’s Willpower in minutes.
No roll is necessary when Communion is used on a willing subject. When used on a willing subject, Communion creates a two-way bond between the Sentinel and the subject. Both are able to instantly exchange information and converse without alerting anyone around them. In order to maintain this effect, both must remain within the Sentinel’s Aura times five in meters to one another. Communion may not be used on an unwilling supernatural being. Fifth Echelon: ANGELIC PROJECTION A Sentinel blessed with the gift of the Angelic Projection separates his consciousness from his mortal body, setting his senses adrift in ethereal form. In this form, he is invisible to mortal eyes, able to pass without sound, sensation, or warning through physical matter. The Angelic Projection can be a valuable tool for information gathering, but care must be taken in its use. Insight Cost: 3 + 1 Grace Effect: In order to activate the Angelic Projection, a Sentinel must pray and concentrate silently for ten minutes without interruption and then spend one point of Grace. He then makes a Faith + Praying roll versus DR 5. Each success enables him to sustain the Angelic Projection for ten minutes per point of Soul. The Sentinel travels at a speed up to thirty kilometers per hour. Once the power is activated, the Sentinel’s consciousness leaves his body. Only the powers of sight and hearing are available to the Sentinel in this form — he is not able to use his Divinities, make any sound, or affect the material world in any fashion. While ethereal, he is entirely unaffected by attacks of any form and may pass through matter at will. Ordinary mortals and animals are entirely unaware of a Sentinel in this form. Supernatural beings and the awakened can see the Sentinel’s consciousness as a pale, nearly translucent, formless shape. While a Sentinel is using the Angelic Projection, his body is entirely senseless and vulnerable. Returning to the body from ethereal form requires one full Action Phase for every five minutes (or fraction thereof) the Sentinel has spent roaming. It’s always best to use this ability in a secure location, under the watchful eye of fellow Sentinels, and often in the center of an Arcanist’s protective circles. Sixth Echelon: SENSATIONS OF THE PAST Events leave a spiritual residue on people and places, and Sentinels may use Sensations of the Past to awaken a lingering, ethereal record of what has happened in a given location. This can be used to discover the “who, what, where, and why” of a given area. Insight Cost: 4 + 1 Grace Effect: To activate this power, the Sentinel must spend a point of Grace as he stands or sits in the location he wishes to investigate. He then visualizes the time he wishes to send his consciousness back to, and makes a Aura + Concentration roll versus DR 5. The number of successes gained indicates the length of time he may peer back. 1 success:
One hour or less
2 successes:
One day or less
3 successes:
One week or less
4 successes:
One month or less
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Sentinel has no clear idea of the precise time he wishes to scry upon, he may make an Aura + Research roll versus DR 7. Success enables him to rapidly scan through visions of the past up to the limit of his successes and arrive at a suitable time. Seventh Echelon: THE PULSE OF ALL CREATION The ultimate Echelon of Illumine allows the mind of the Sentinel to scour the breadth of the material world for a person, place, or thing. This awesome extension of the natural senses uncovers everything from the location of an ancient crypt to the living place of a long-sought after ally or antagonist. Insight Cost: 5 + 1 Grace Effect: A Sentinel using this ability must declare what it is that he is seeking. The object of the search must be a concrete item, place, or individual currently somewhere in the material world. To use this power, the Sentinel must spend a point of Grace, and then maintain uninterrupted prayer and concentration for one hour. He then passes into a trance that lasts for eight hours. The Sentinel receives visions that guide him through a possible path to the source of his query. The Sentinel must make a Soul + Concentration roll versus DR 5. The number of successes gained on the roll determines how close he has gotten to the target that he seeks. Once the Sentinel awakens, he has a sixth sense for the proper direction to get to his target. The player can ask the Prophet if he is on the right path a number of times equal to the successes gained, to which the Prophet must answer truthfully, albeit in limited detail. Note to the Prophet: When interpreting the results of The Pulse of All Creation, keep in mind that this is not necessarily a tool for breaking the game’s mystery or ruining complex plots, but rather for guiding characters in the right direction. It defines the limits of the characters’ search; turning an overwhelming task (“It could be anywhere!”) into a more adventurous and approachable one (“We’re looking for catacombs in a desert country where we will be guided by a man with one eye who stands outside a building with red paint and a green door”). Obviously, it is easier to pursue a target with a fixed location than a mobile and transient being.
Omen: Sign of God (Heavenly Divinity) “Be not dismayed at the signs of Heaven; for the heathens are dismayed at them.” — Jeremiah 10:2
5 successes:
One year or less
6 successes:
Ten years or less
7 successes:
One hundred years or less
Sometimes the powers of fate can be tapped to not only see the unfolding of the ways, but to translate them into messages that have meaning and purpose. Sentinels with the Heavenly Divinity of Omen can reach into the firmament of fate and see beyond the constraints of time, reading signs and indications, and eventually manipulating them to gain insight into the tribulations ahead. (Note that in many of the Echelons below, the Insight can be paid after the Prophet announces the Omen takes place.)
Once a Sentinel decides the time he is peering into, he is able to see and hear everything that happened as though he were immediately present, however he may not move from the real world location that his body inhabits. This vision lasts no longer than a number of minutes equal to the Sentinel’s Soul rating. If a
First Echelon: SIGNS The Sentinel has the ability to recognize supernatural signs and omens heralding the rise of evil or infernal danger. A raven’s call from the distance, a dog’s carcass lying ruined in a quiet street, flies on the screen door, children crying in apparent
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lamentation. In these signs, there are indications of the manifestation of evil. In the case of people who have evil touching their lives directly in some way, the signs may be strange shadows crossing their path, a broken picture frame, bleeding noses, or some other subtle cue. Insight Cost: 0 Effect: When faced with a sign or omen in the Prophecy, the Sentinel rolls Senses + Occult versus DR 5. A single success indicates the presence of evil in the nearby area either influencing a particular person or place. Two or more successes reveal the strength of the evil, and a general sense of the danger it represents. This ability is always present, and allows the Prophet and the character to drive the story forward with corporeal signs in addition to the more internalized Prophetic Revelations and visions that the character already experiences. Second Echelon: FLASHBACK Visions of the past can be imbedded into the firmament of fate. The Sentinel can see events in a person’s past taking place. Sometimes these visions can be so powerful as to displace the senses of the Sentinel completely. Insight Cost: 4 Effect: By touching the target, and rolling Willpower versus the target’s Aura, the Sentinel can see a single traumatic or epiphanic moment in the person’s history as though he were reliving the encounter. The vision is seldom long, but often quite jarring since the entire location and environment shifts to the past occurrence. The Degree of Success in the roll dictates how much information is revealed about the moment, the general duration of the effect, and how much of the person’s nature is uncovered in the Flashback. Third Echelon: DÉJÀ VU The feeling of being in a place, or having met a person before can be a haunting sensation. Chosen Elect with this power can recognize the present encounter as if it had already happened. While the impressions felt are vague, enough can be gleaned to look into the inner nature of a person. Sometimes a Sentinel can also read the impressions of the past and a possible future. Insight Cost: 5 Effect: The Sentinel rolls Aura + Awareness versus DR 4. If successful, he spends the Insight, and for each success the Sentinel rolled, he gains an impression of the encounter that portends what will happen in the seconds ahead. 0 successes
While there is a distinct feeling of Déjà Vu, nothing truly concrete can be felt.
1 success
An impression of the person’s nature or the environment can be felt. While this is more of a shadow of an impression, a good outcome can be felt as comfort, while an ill outcome or “bad feeling” can be felt as a sense of uneasiness.
2-3 successes
The impression is no longer a vague sensation, and becomes quite concrete. Good can be felt as a eased and relaxing essence in the Sentinel’s heart. Ill can be felt as a cold sweat and anxiety.
4 successes
Insight into the person or situation begins to manifest, along with the distinct feeling of
what will happen in the next five or so seconds. The scene should be played out for approximately five seconds, and then replayed out again, allowing the Sentinel to adapt his attitude in an appropriate way to the encounter. 5+ successes
Much more tangible feelings of the possible future that may involve a person can be felt. A kind demeanor is felt towards those who are giving off good feelings. For those who might bode ill, the feeling to get away from them may become uncontrollable depending on how ill the circumstances may be. The scene should be played out for approximately ten to twenty seconds, and then replayed out again, allowing the Sentinel to adapt his attitude in an appropriate way to the encounter.
Fourth Echelon: SENSITIVITY The Sentinel becomes aware of an occurrence (happening at that very moment) that has infernal influence. He feels a tug leading him to the scene, although normally by the time he arrives, it’s too late to do much about it. Although Sensitivity stops short of allowing the Sentinel to halt the Legion’s progress, it puts him on their trail; which is often a good starting point to uncovering whatever infernal plots are underway. Insight Cost: 5 Effect: The Sentinel becomes acutely aware of the presence of evil. Much like the Signs, there is a foreboding that point towards evil. However these signs are concrete and more readily interpreted. When the Sentinel reaches the place where the Legion was recently active, the Sensitivity leaves him. Fifth Echelon: PRECOGNITION The Sentinel now gains Insight into the normally unpredictable future. He can sense events before they occur. While he may not be able to completely change such events, he can alter the path of their outcomes by using his foreknowledge. Insight Cost: 8 Effect: By reading the threads of fate, the Sentinel can adapt to his own fortune or the fate of someone close to him. The Chosen Elect uses Precognition to get a vision of the likely outcome to a single event. This vision is always accurate and completely lucid. The Prophet should describe the scene’s outcome to the best of his knowledge. For example, if the Sentinel is about to meet with a local drug lord (who may or may not be Marked), and uses Precognition before the meeting, the Prophet may describe a scene where the Sentinel is racing out of the back door with bullets zinging over his head and a white van in the alleyway. What the Sentinel does with this Precognition is up to him. Sixth Echelon: INFLUENCE The Sentinel has mastered the craft of finding fate in coincidence. By willing the firmament of reality to shift, the Chosen can force events to occur that may prove to be fortuitous. Insight Cost: 6 + 1 Grace Effect: The Sentinel rolls Willpower + Occult versus DR 5 in order to twist fate to his own purpose. In doing so, coincidences manifest, and these strange moments can be used to aid the
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Sentinel or harm adversaries. This takes a full action phase of concentration. The coincidences that occur will vary in scale, and it is up to the player and the Prophet to agree on what will be an acceptable outcome. 0 successes
Nothing of consequence occurs, and the Grace and Insight are lost.
1 success
A small coincidence occurs that may aid the Sentinel or cause a minor hindrance to his opponents. A door might be left unlocked, or some minor resource might become available. At worst an enemy might suffer a -1D penalty for pursuing or attacking the Sentinel.
2 successes
The firmament allows the Sentinel some type of egress from danger or provides an actual physical threat to his opponents. Coincidences like green traffic lights all in a row, a loaded handgun somehow becoming available to the Sentinel, or a car crash threatening the life of a target may occur.
3 successes
The potency of the twisting of fate has now increased to the point where the Sentinel can cause direct harm to his opponents. Structural collapses, falling debris, or even small explosions might harm his opponents. Spontaneous occurrences of charity and fate may also aid him, like finding a $10,000 scratch and win ticket.
4 successes
The manifestation of power at this level reaches nearly miraculous potential as freak winds open doors, electronic locks fuse shut, gas-lines explode, and other coincidences aid the Sentinel or harm his opponents.
5+ successes
The Sentinel can shape fate so thoroughly that he may literally make anything happen that he needs. Metal doors might rust and weaken, a tremor might tumble walls, an old friend might give him the information he seeks, and basically what seems like extraordinary luck happens without fault.
Seventh Echelon: PARADOX The threads of fate exist in all time, and the Sentinel’s inherent understanding of these powers becomes absolute. The Chosen Elect can bend time, repairing and manipulating moments that have already happened. Insight Cost: 10 + 2 Grace (1 permanent) Effect: The Sentinel rolls Willpower + Meditation versus DR 4 at the start of a scene to represent reaching into the past. By doing so the Sentinel exists in a past window of time for a brief moment. During the time the Sentinel “steps back” he may act to alter the outcome of already performed actions. The Sentinel’s modified actions are not recognizable to others, and leave a ghostlike impression of what could have been. The effect lasts for 1D Action Phases per success. To assist game-play, the player should be allowed to use “two versions” of his character (A and B) and choose the results from each Action Phase that suits him best.
For example, the Sentinel uses Paradox at the start of a scene where he is running from some Scythians. He rolls Willpower + Meditation and gets 3 successes. For the next 3D Action Phases, he is permitted to roleplay as though he has two identical characters (A and B). The first Action Phase, he states that Sentinel A enters melee combat with the Scythians, and Sentinel B runs through the fire escape door. Sentinel A takes some damage in the Action Phase, and Sentinel B makes it out the door and onto the fire escape unscathed. He chooses Sentinel B’s action as his reality. The next Action Phase, his character is on the fire escape, since the melee combat never really took place. He states that Sentinel A climbs the fire escape to the roof, while Sentinel B jumps from the fire escape into a trash bin below. Sentinel A moves to the roof, while Sentinel B makes a Jumping roll, fails, and dies a horrible bloody death in the alley below. He opts for Sentinel A’s action as his reality (a wise choice). The next Action Phase, the player states that Sentinel A leaps to the next building, while Sentinel B pulls out his gun and fortifies the edge of the roof where the Scythians are approaching. This Action phase is resolved and the dual sequence continues for the duration of the effect.
Shadow’s Pall: The Shroud of God (Celestial Divinity of Suriel) “Lighten mine eyes, lest I sleep the sleep of death.” — Psalms 13:3 Shadow’s Pall grants the Surielite with power over the fragile threads that keep the soul bound within the body. By understanding his own mortality, the Sentinel of Death gains dominion over the lives of those around him. Shadow’s Pall is a powerful Divinity that can only be used by a Surielite after his deadly Anointing. A non-Surielite character with the Benefit of Celestial Grace (see page 60) can only gain Shadow’s Pall if he has undergone a near death experience. Surielites that use their powers over death to kill mortals should still suffer the loss of Grace based on the Morality Scale on page 74. First Echelon: SOUL’S CAGE Surielite’s begin to manifest a tolerance for damage and pain. Soul’s Cage allows the Surielite to act without feeling pain from wounds that would normally impede them. Because of the increased awareness a Surielite has over life essence and the role of the flesh as a carriage for the soul, he is less susceptible to the effects of harm. Insight Cost: 1 per point of Banal; 2 per point of Lethal; 3 per point of Incorporeal Effect: The Sentinel can shrug off pain by using his Insight to ignore the penalties on the Life Level track. Each point of penalty removed and the type of damage to be ignored increases the insight cost of this power. The pain is kept at bay for a number of minutes equal to the Sentinel’s Faith + Soul. The wounds do not in fact disappear or heal, but simply fail to hinder the Sentinel for the duration of the effect. Second Echelon: DEATH’S REPOSE Capable of assuming the semblance of the dead or dying, the
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Sentinel can feign death, even ceasing all of the vital functions detectable by modern medicine. Insight Cost: 2 Effect: The Sentinel can appear completely dead, with no heartbeat or brain activity. During this time the Sentinel does not need to eat, breath, or even sleep. The Surielite remains completely aware of his surroundings seeing and hearing all that occurs as though his senses are floating above his body. Death’s Repose lasts for a number of hours equal to the Sentinel’s Vigor. His soul remains tied to the body. The Surielite is at a threshold in The Veil and is cut off from communication on the spirit or material realms while under the effects of this Echelon. Third Echelon: SOUL’S REST The Surielite gains his first taste of power over the souls of the living. By tugging at the soul of a living mortal, the Surielite stuns the person on a spiritual level. This act can cause a vigorous man in his prime to fall as if dead for only a few moments. The soul is still tied to the body and the person suffers no permanent effect from the attack. Insight Cost: (the target’s Soul in Insight) Effect: The Sentinel must touch the target’s skin in some way. If successful, the Surielite spends the target’s Soul rating in Insight points. The target is effectively stunned for 1D minutes, and appears completely dead for the first minute of that duration. Attempts to resuscitate the victim (via CPR, Mouth to Mouth, Defibrillator, etc) are automatically successful. Only beings with the Soul Aspect can be affected by this Echelon. Fourth Echelon: FETTER The dying may yet still have some use to the Surielite, and holding them to this mortal coil is often necessary. The Surielite
uses Fetter to chain the soul in place. This keeps a dying person from passing over into the afterworld. Insight Cost: 6 Effect: Fetter keeps a person from dying. The Sentinel places his Sphragis upon the brow of the person he wishes to prevent from passing. The person must not have been Dead for longer than seven minutes. When the Insight is expended, the person’s soul is held to his body, unable to pass into the afterlife for another hour. At the end of the hour, the Sentinel can choose to repeat Fetter if healing or other more permanent means to save the person’s life have not been found. For those souls that are beyond redemption (such as victims of major burns, disease ridden bodies, or massive brain injury) fettering can be quite painful, and tragically, for those awaiting Heaven’s Grace, a sorrowful longing is felt. The person affected is considered Comatose, unless previous circumstances dictate another level of damage. Fifth Echelon: DUST AND ASHES The Surielite can choose to forego dying in return for being cast out of God’s Grace for a short time. While this sacrifice is indeed great, often there are tasks a Surielite must accomplish that require delaying their appointed time in Heaven. Insight Cost: 10 + 1 permanent Grace Effect: If reduced to the Dead Life Level, the Sentinel can choose to bypass God’s plan, and return to his body to continue the life of a Chosen Elect. The Grace expended is permanently lost. The body of the Surielite is not completely repaired, and he is only restored to the Immobile Life Level. Also, he suffers the loss of one point from an Aspect of his choice.
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Sixth Echelon: DEATH’S TOUCH Now capable of severing souls completely from the bodies of the living, the Surielite can cut living souls loose with a touch, and sever malignant spirits from the bodies they inhabit. Insight Cost: 5 + 2 Grace Effect: The Surielite must forcefully strike the target with a hand-to-hand attack. The Surielite makes an opposed roll using his Faith vs. the target’s Willpower. If the Surielite wins, the soul is severed from the target, and the target is Dead. If the Surieilite fails, then his own soul is twisted in the attempt. The target still dies, but the Grace expended is lost permanently. Possessing spirits, supernatural creatures, and Demons are also affected by this ability, but the effect is not complete; it only severs the entities spirit from the body they inhabit for 1D Action Phases. Seventh Echelon: HARVEST OF SOULS The wrath of God has become manifest in the Surielite’s form, and now the Sentinel may harvest the souls of the wicked with miraculous effect. The manifestation of this power is a brilliant sphere of light that expands around the Surielite, severing the souls of the living from their bodies in its wake. Insight Cost: 10 + 7 Grace (1 point permanently) +1 Soul rating Effect: In a display of biblical proportions, a sphere of light expands out from the Sentinel to a radius of 7 meters for every point of the Sentinel’s Soul Aspect. All beings (whether mortal, spirit, animated constructs, or Demons) within this expanse of wrathful luminescence are slain instantaneously. Demons are sent back to Hell for a minimum of 6 years, regardless of their standing in the Hierarchy, and also lose 1D from their Entity rating. The use of this power may haunt the Surielite for the rest of his short years. The Surielite loses a point of Soul and a point from his total Grace through the use of this ability.
Angelic Blessings “It is God that girdeth me with strength, and maketh my way perfect. He maketh my feet like hinds’ feet, and setteth me upon my high places. He teacheth my hands to war, so that a bow of steel is broken by mine arms.” — Psalms 18:32-34 Lastly, but no less worthy of consideration than the powerful Divinities, are the Angelic Blessings, the special gifts imparted by the Archangels as a sort of personal bond with the Sentinels of their Orders. Each Blessing is a power in keeping with the mission and responsibility of each Order. These are divinely granted abilities, automatically possessed by every Sentinel according to his Order. These abilities may not be taught to others.
Cry of Martyrs (Blessing of Uriel’s Order) Uriel, patron Archangel of fire and mysteries, grants the Sentinels of his Order the power to detect and communicate with Martyrs, the restless souls that have remained behind to help the Chosen warriors of Heaven. Effect: Once per day, the Urielite may try to sense the presence of a Martyr. This Blessing lasts for ten minutes for every
point of Aura that the Urielite possesses. Once a Martyr is detected, the Urielite feels an electric pulse in the air, not unlike a static charge. He can also clearly view the Martyr as a faded version of its once mortal self. The Sentinel and the Martyr can freely communicate for the remainder of the duration. Urielites using this Blessing should note that to casual observers they are talking to thin air, so should use discretion in public areas lest they appear crazy.
Guided by Voices (Blessing of Jeremiel’s Order) The Archangel Jeremiel is a bringer of clarity, visions, and inspiration, as well as a guardian of souls. His Chosen can look into the depths of spirits and draw knowledge from the voices of the afterworld. The Chosen Elect of Jeremiel receive guidance and knowledge that borders on omnipotent in times of need. Effect: Jeremielites have clearer revelations than the other Chosen Elect. Jeremielites begin each Prophecy with a minimum of two Prophetic Revelations, unlike other Celestial Orders who have a minimum of one. These extra revelations may be called upon once each per Prophecy to give the Jeremielite deeper insight into enigmas and mysteries they encounter. In addition to the extra Prophetic Revelation, Jeremielites roll Faith + Inspiration versus DR 3 (and not DR 4 as is the case with other Sentinels) when determining the number of revelations per Prophecy.
Recognition (Blessing of Raguel’s Order) Raguelite’s see patterns and gather information from disparate sources. They pull details seemingly from thin air, and are rarely wrong or inaccurate in their conclusions. By focusing on the Legion’s lies and half-truths, a Sentinel can actually track Hell’s minions and gain insight into their plans. Effect: By gathering together bits of information from the newspapers, television, online, and other sources of media, the Raguelite can look into the spiraling patterns of lies and discern facts. The Sentinel must gather sufficient information from which to gather details. This research takes 7D hours. Typically the media must be from local sources if the information is local, or from various sources if simply looking for a general clue or revelation. The information doesn’t need to be from hard media alone. Rumors, urban legends, and forensic evidence can also figure into their logical formulas. After the material is gathered the Raguelite rolls Logic versus DR 4. Typically non-detailed general information is easier to discern than specific details. The more specific the information sought, the higher the required Degree of Success. The conclusions are accurate, even if not immediately understood by the Sentinel. For example, a Raguelite sifts through a medical report that has the following quote from the Cancer treatment center, “ . . . so any type A negative screeners working in the hospital use shields to help extract radiology examples” To the mundane eye, it appears to be unimportant, however, the Raguelite looks only at the first letter of each word and sees, “SatAns with us there.” The Raguelite packs up his things and heads off to the hospital while calling the rest of his Tsaba to arms.
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Sanguine Atonement (Blessing of Suriel’s Order)
The Heralding (Blessing of Gabriel’s Order)
When it comes to delivering the final whisper of death, Surielites excel. A weapon in the hands of Suriel’s Chosen becomes a conduit to the afterlife. Should a Surielite anoint an edged weapon with his own blood, the blade becomes a deadly weapon against the Legion. Effect: Once per day the Surielite may anoint a bladed weapon to be used against the Legion. The Surielite inflicts a single level of Lethal damage on himself (generally from his right hand) in order to anoint the blade with blood. A prayer (Soul + Prayer DR 5) is then made over the anointed weapon. For each success, the blade gains +1D in damage versus anyone with Taint. Once a tainted life has been taken with the weapon, it is ruined by the heat and wrath channeled by the Surielite’s blood. Preparing a blade in this manner takes roughly one hour. If the life of a Tainted sinner is not taken with the anointed blade within seven hours of the ritual blessing, then the Surielite loses a temporary point of Grace.
The Archangel Gabriel has long served as the Lord’s herald, a sender of omens and foreteller of things to come. Gabriel’s Chosen Elect share this power with their patron Archangel, and may gift others with clear omens and warnings. Effect: Once per day, a Gabrielite can grant an omen on any person known to him. The target receives a feeling of danger or fear just before an otherwise tragic or undesirable event would have taken place. For example, a Gabrielite uses the Heralding on a friend who is traveling to a local bar. The friend gets a gut feeling that there is danger within and leaves the premises. Later, the news states that a gunman entered the establishment and shot and killed six people within with a hail of bullets before taking his own life.
Shepherd's Path (Blessing of Raphael’s Order)
Michael is the Lord’s eternal Watcher, the eye of Heaven. Michael watches the universe ceaselessly, gathering knowledge to better guide the actions of the Kingdom of God. Michael’s Chosen Elect are blessed with his gift in microcosm, alert for the unique danger presented by the Legion and its minions. Effect: Once per day, a Michaelite may sense the impending danger from an unholy or supernatural power. The Michaelite can sense danger up to ten minutes in the future for every point the character has in Faith. After a player announces the use of this power, the Prophet reveals a clear feeling about the danger ahead. If there is no danger, the Prophet reveals no information. This power does not sense mundane danger, like a speeding car on a crash course or a mundane criminal act.
The Archangel Raphael is the patron of clarity, truth, and erudition. Sentinels called to Raphael’s service are blessed with a distinct ability to spot imbalances in the world around them, and guide those who have lost their path to brighter days. Effect: Once per day, a Raphaelite can grant a person a vision of hope and future potential. While Gabrielites herald danger, Raphaelites allow others to see a way to overcome the obstacles in their path. The vision comes as though from the mortal’s imagination and is completely clear and understandable. It often puts the person’s life in perspective, offering them another option to remedy their current challenges and downfalls. For example, a greedy corporate executive with a failing marriage might see children on the horizon which heals his relationship; or a drifter sees himself as a poetic artist instead of ruffling through trash bins all day long. Despite the gift that mortals gain from a Raphaelite’s Blessing, it is still up to the individual to make the most of his situation and face the path ahead on his own motivation. Despite the internal requirement of the subject, if he pursues the vision, it will indeed prove fruitful.
The Watcher’s Warning (Blessing of Michael’s Order)
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The Seventh Seal is a game of imagination, however there is a need for objectiveness and randomness to avoid disputes and resolve situations with impartiality. This chapter explains how the Aspects, Proficiencies, Difficulty Ratings (DR) and other game mechanics are used in the rules to facilitate an enjoyable and entertaining game of The Seventh Seal.
The Dice
There are no absolute associations with Aspects and Proficiencies. Therefore, it is possible that Climbing can be paired with Agility, Might, Reason or any other Aspect, depending on the situation. If the character intends to climb a surface using handholes and lots of dexterity, then the roll is made with Agility. A character that powers up a rope using upper body strength would likely use Might. In another instance, a character explaining the theories of climbing to a novice would use Reason. Generally, the Prophet states what Aspect is required with a Proficiency roll.
“Jacta alea est” (The die is cast.)
Examples: Father Lazarus is attempting to link two separate Eastern myths to Judeo-Christian sources, and makes a Logic + Religion roll.
— Latin Proverb, Attributed to Julius Caesar The Seventh Seal uses six-sided dice for resolution of actions and events in the game. Each player (and the Prophet, of course) should have a half dozen or more six-sided dice close at hand. Six-sided dice are as common as playing cards, cheaply and readily available at almost any game store or pilfered from an old board game. Dice are abbreviated with the term “D” for the sake of conciseness. For example, 1D means, “roll one six-sided die,” while 2D means, “roll two six-sided dice,” and so forth.
The Dice Pool Whenever a character takes an action that has an indeterminate outcome, may result in failure, or requires suspense or tension, the player rolls a number of dice based on his character’s attributes. A roll generally consists of adding together an Aspect with a Proficiency, although other traits (such as Grace) often play into dice pools. The total of the attributes is the number of dice that are rolled, which is called the Dice Pool.
Joan Archer is doing some dangerous legwork in a rough neighborhood and is tracking down the ruling gang on the block. She talks to some locals and makes a Reason + Street Smarts roll to see whether she catches any leads. In some instances, such as Divinities and Arcana Rites, the power states the required roll, and often lists the Difficulty Rating (DR) as well. For example, the Rite of Repair is made with an Inspiration + Arcana roll; while the Sleeping Will (the third Echelon of Compel) combines Aura + Command. If a character lacks a relevant Proficiency (such as attempting to research something without the Research Proficiency), the player can still make the roll, but only uses his Aspect. Often, the DR of the roll increases by one or two points to mimic a lack of knowledge at the desired task.
Example: Josh Cable is trying to practice a new set of chords on his bass guitar, but is in a noisy and crowded practice studio. He rolls his Willpower + Concentration to see if he’s up to the task, a dice pool of 4.
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Example: Adriana Cruz is trying to intimidate an exboyfriend who won’t leave her alone (she tends to attract some strange fellows). She isn’t very imposing, and she doesn’t have a Proficiency in Intimidation. Adriana makes a Willpower + Intimidation roll, which leaves her with only 3 dice (her Willpower rating alone). The Prophet realizes Adriana has no skill at this sort of thing, and increases the difficulty by +1 DR.
Difficulty Rating (DR ) and Degree of Success (DoS) “If thou doest well, shalt thou not be accepted?” — Genesis 4:7 When a character makes a roll, he is trying to achieve as many “successes” as possible. This is influenced by both his dice pool, and the Difficulty Rating (DR). The more dice in his pool, the greater his odds, but likewise, the higher the DR, the more difficult the task. The outcome of the roll is determined by the character’s Degree of Success (DoS), which is basically how well the character did once all is said and done. The Prophet uses these tools to judge how difficult a task is to accomplish and how successful a character is once the dice have been rolled and interprets the results into the narrative.
A low difficulty (such as DR 2 or DR 3) indicates a relatively easy task, while a higher difficulty (DR 6 or DR 7) indicates a hard or trying task. The player counts the number of successes and notifies the Prophet (again, the more successes the better). When making rolls versus DR 7 or DR 8 (which are normally impossible on a six-sided die), the number of sixes rolled is important. To attain DR 7, every two sixes rolled equals one success. For DR 8, every three sixes rolled equals one success. If a character doesn’t have enough dice in his pool to roll even one success (for example, he has only two dice and needs DR 8), the attempt automatically fails. Example: Adriana Cruz is doing psychic readings at a local bookstore for some extra cash. She is asked some very specific questions by one skeptical customer and the Prophet states that Adriana must roll Inspiration + Performance to convince her client that she knows what she’s talking about. The Prophet sets the difficulty at DR 7. Luckily, Adriana has a dice pool of 9. She rolls the dice and gets 1, 1, 2, 3, 4, 4, 6, 6, & 6. Two of the sixes count as a 7, so Adriana gets one success on 9 dice! The rest of the dice are discarded. If Adriana had rolled one more 6, she would have had two successes instead. Meanwhile, her client gives her a bored look and half-heartedly listens to what Adriana has to say.
Example: Father Lazarus is running through an alleyway as he and Josh flee an assailant. He makes his roll after the Prophet assigns an Aspect + Proficiency vs. DR, and tells the Prophet his DoS. The Prophet uses this information and states to the player, “You bolt around a corner and run headlong into a garbage bin, stumbling and crashing along the way. As you pick yourself up and attempt to get your footing, you hear your assailant round the corner!” The game mechanics are there to assist the story. If they ever get in the way of the plot, or an exciting scene, ignore them and use your imagination instead. The Difficulty Rating (DR) is a target number for each die rolled in the dice pool. Dice that equal or exceed the DR are counted as successes. Dice that roll below the DR are discarded. Dice are never added together when being rolled against a DR in The Seventh Seal.
The Degree of Success (DoS) is also important in determining the final result of the roll. Oftentimes, the DoS is vital to the outcome of the action. The following table relates the DoS to possible outcomes. When a character achieves zero successes, he has ostensibly failed at his task. The consequences of failure are more often than not determined by the situation at hand. For example, failing to decipher a foreign comic during a dull train ride is not the same as failing to dodge an avalanche while sliding down an icy mountain slope.
Example: Josh is making a Might + Lifting roll vs. DR 4. He rolls 3 dice and gets 2, 2, & 5. The dice showing 2 are less than DR 4 and are hence discarded. The 5 is higher than DR 4, and is a success. Josh’s DoS is one.
Degree of Success DoS 1
OUTCOME Minimal (the character barely pulled off the desired task)
Difficulty Rating
2
Fair (the character succeeds, but with no spectacular results)
DR 2
3
Complete (the character manages to carry out the task within an acceptable margin)
4
Accomplished (the character did a good job at succeeding in his endeavor)
5
Masterful (the character not only succeeds, but does it with style)
6
Extraordinary (the character manages to go beyond his expectations)
7
Unearthly (the character shows a display of skill, talent and flare)
LEVEL OF DIFFICULTY Easy
3
Simple
4
Average
5
Challenging
6
Difficult
7
Daunting
8
Overwhelming
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In most situations, a character may retry a failed attempt in the next action phase or other sensible amount of time.
encourages Father Lazarus’ subtle approach, and describes great interest on behalf of the atheist.
Example: Josh Cable is trying to break down a door while Joan Archer covers his back against an approaching Hellhound. Josh fails to break the door down on his first attempt, but he may try again the next action phase provided that Joan can keep the beast off his back.
OPPOSED ROLLS Opposed Rolls occur when a character contests an action against another character or NPC. Likewise, any active force that works against his efforts can result in an opposed roll. Opposed rolls are always made against a default difficulty of DR 4. If a character has a bonus or penalty (usually deriving from a Benefit or Detriment, or the effects of a Divinity), then his DR may change for better or for worse. Active participants roll their respective abilities (for example, Aspect + Proficiency). The participant with the greater number of successes subtracts his opponent’s successes from his own. The difference is the Degree of Success.
In situations of extreme delicacy or stress, failure may make future attempts at the same action more difficult, if not impossible. As a rule of thumb, in such situations the Prophet should raise the difficulty of the next attempt by +1 DR. Three failed attempts in a row means the task becomes impossible. Example: Adriana Cruz is attempting to disarm a small bomb (not really her forte). She has several wires to choose from, and a number of small mechanical devices within the bomb to mess around with. Her first Logic + Electronics roll versus DR 5 yields no successes (not surprising given her lack of skill in such dire situations). If she wishes to try again, the difficulty of the roll rises to DR 6. If she fails again, the difficulty rises to DR 7. If she fails a third time, the Prophet rules that she is far too shaky to try yet again. It’d be best for Adriana to make some distance between herself and the bomb!
Example: Josh Cable is sitting at a roadside diner on a busy truck route. In walks a burly trucker and sees Josh sitting in his seat. Josh tells the trucker that he’s tired and wants to be left alone. The trucker and Josh make an opposed roll. Josh rolls his Reason + Persuasion, which totals 3 dice, and the trucker rolls his Willpower + Intimidation which totals 6 dice. Both rolls are made versus DR 4. Josh rolls 2, 3, & 5, for one success. The trucker rolls 1, 2, 2, 4, 5, & 6, which equals three successes. The trucker has the greater number of successes and subtracts Josh’s successes from his own, leaving him with a DoS of 2 — a fair result according to the Degree of Success table. Josh wants to avoid attention and further hassles (such as a fist in his face), so grabs his plate of grits and moves to another table.
Types of Rolls “If thou doest not well, sin lieth at the door.” — Genesis 4:7 Before we explain the different types of rolls possible in the game, it should be clear that the majority of actions in a game do not require any rolls whatsoever. Dice should be used to add drama and deal with game situations that have unknown outcomes, not bog down the story with an infinite degree of random detail and rules to dictate all facets of game-play. There is no need to roll dice when a character is performing mundane actions, such as walking along a pavement, opening an unlocked door, scratching his hair, leaning against a wall, drinking a coffee, or other basic day-to-day stuff. Likewise, social interactions between characters should be roleplayed whenever possible, allowing the players to control the destiny of their Sentinels. Nothing is worse than having one’s character forced into doing something by another player all because of a die roll.
EXTENDED ROLLS An Extended Roll is one that requires a predetermined number of successes with either: no time limit, a set time limit, or within a specified number of rolls. The player rolls versus a DR much like a simple roll, but keeps a running total of his number of successes. Once the designated number of successes is reached, the task is complete. Oftentimes, the Prophet can set a time limit, such as how long a character has to climb down an elevator shaft before it collapses. The character might need ten accumulated successes within three rolls or become elevator grease.
SIMPLE ROLLS Simple Rolls are those made versus a DR. The character needs at least one success to accomplish the task at bare minimum and the Prophet describes the outcome based on the Degree of Success. Simple rolls aren’t necessarily easy, but can be resolved with a single roll, the results of which are immediately apparent. The DR of a simple roll varies with the situation. Example: Father Lazarus is attempting to provide a moral lesson to an atheist who is seeking God. He makes a Reason + Humanities roll to segue into the topic. The difficulty of the roll is DR 5, and the Father rolls 5 dice, getting 3, 4, 4, 5, & 6 for two successes. The Prophet
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Example: Joan Archer is driving late at night from one city to the next. She is tired and weary, and almost on the verge of falling asleep at the wheel. The Prophet calls for an extended Vigor + Vehicles roll. Joan needs nine successes within four rolls versus DR 4 to avoid falling asleep at the wheel. She has 4 dice in her pool. Her first roll lands only two successes Her second roll gives her another three successes, for a total of five successes. Joan’s third roll gives her one measly success! She needs three successes on her next roll or it might spell disaster. Joan makes her final roll and gets three successes; just made it. Joan pulls into a local motel, checks in and collapses at the foot of the bed for some much needed rest.
ASSISTED ROLLS “Better is a neighbor that is near than a brother far off.” — Proverbs 27:10 In certain situations, characters may want to pool their abilities and cooperate in tackling a problem. When more than one character is involved in a single action, some common sense must be used. For example, it’s unlikely that more than three people can help set the time on a VCR without the extra hands getting in the way. Each character that assists makes a roll with the relevant Aspect + Proficiency versus DR 3. If he gets at least one success, he is considered an assistant. The character that makes the final roll gets +1D for each assistant.
ACTION PHASE An action phase is a five second interval of time used to keep combat and other stressful situations organized. It’s just long enough for a character to take a single considerable action, or a few hasty and incomplete actions. SCENE A Scene describes a single roleplaying encounter or situation. Scenes are not so much a specific measure of time as a measure of game flow, much like in a movie or book. Transitions between scenes are often clear and direct, but are just as likely to merge into one another, especially when travel is in progress. Once all the important events have occurred, the characters carry on to the next scene, either with the players or Prophet stating so in real life or by changing focus while roleplaying their characters. CHAPTER A Chapter is a single game session of The Seventh Seal, typically lasting several hours. A Chapter may be a self-contained adventure, complete from beginning to end, or it may be a component of a larger adventure (a Prophecy), requiring several sessions to unfold.
Example: Father Lazarus is trying to research the Bane of a Demon. Josh Cable wishes to assist Father Lazarus and makes Logic + Research roll versus DR 3. He gets a success and hence Father Lazarus gets +1D to his final roll. Father Lazarus rolls his Logic + Research with 5 dice instead of 4 (due to Josh’s assistance), and gets that much closer to figuring out the Demon’s weakness. OFFHAND AND TWO HANDED PENALTY “If thou wilt take the left hand, then I will go to the right; or if thou depart to the right hand, then I will go to the left.” — Genesis 13:9 A character that uses his offhand (the opposite hand to which he is accustomed), incurs a penalty of +1 DR to his actions. Using two hands, such as double weapons or firing two guns at the same time, counts as multiple actions, which is detailed below.
Measuring Time
PROPHECY A Prophecy is an important story-arc played out over a number of Chapters, involving major thematic and plot-based progressions. As its name might suggest, each Prophecy often is threaded around a single critical Prophetic Revelation. CRUSADE A Crusade is the complete cycle of adventures and stories that unfold around a group of characters. It is the culmination of numerous Chapters and Prophecies, and generally symbolizes the end of the current game, making room for a new game with fresh characters. A new Crusade that uses old characters is possible of course, and can be thought of as a new season of a television show; the ideas are the same, but the major goals have changed.
Proficiencies
“We spend our years as a tale that is told.” — Psalms 90:9 There are several constructed spans of time to ease game play and break down events in manageable units. These are detailed below and are guidelines meant to help play, not restrict the imagination. Time can fluctuate heavily in a game, and jump from an action phase to a scene in a matter of seconds. For example, Joan Archer is buying some ammunition for her gun, which is quickly glossed over in narrative, “You buy the ammo and leave the gun store.” She then meets up with Adriana Cruz, and they travel to a restaurant that houses some strange paraphernalia in the basement. As they explore the surroundings, they get cornered by some occultists who don’t take well to the snooping Sentinels. The scene breaks down in action phases since every second becomes vital. Once the situation is resolved (which likely utilized multiple rolls and perhaps some combat), the Prophet finishes the game session and closes the Chapter. They will continue the Prophecy next week, but the Crusade will likely last months of real time.
“Be thou prepared.” — Ezekiel 38:7 Proficiencies are abilities that a person learns by study and research, direct experience, or a combination of both. While the Aspects reflect a character’s inherent abilities, Proficiencies detail learned behaviors and skills that vary in combination from one person to the next. Proficiencies are rated on a seven-point scale, with increasing values representing greater knowledge and application:
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• •• ••• •••• ••••• •••••• •••••••
Student Practiced Professional Expert Authority Master Genius
Specializations “They go from strength to strength.” — Psalms 84:7 When a character raises a Proficiency to level four, he may select a Specialization. A Proficiency with a Specialization counts sixes as open-ended. Hence each 6 that is rolled is a success (regardless of DR) and then re-rolled until no more sixes are gathered. Example: Adriana Cruz is researching some occult scrolls and artifacts. The Prophet knows that the scrolls deal with Divination — Adriana’s Specialization for her Occult Proficiency. She rolls Logic + Occult (Divination) versus DR 5, getting 1, 4, 4, 5, 6, & 6. Adriana has three successes so far, but gets to re-roll her sixes. She re-rolls two dice and gets a 4 & 6. The 4 is discarded (it is less than the original DR) and the 6 is added to her number of successes, making four in total. However, she re-rolls the 6 once again and gets a 5. Adriana’s total of five successes — a masterful display of Occult lore!
desires to create. A DR 3 piece is of below average detail and quality, while a DR 6 piece has subtle nuances and artistic merit. The number of successes directly translates into how inspired and charged the finished piece ends up being. For example, one success is fairly regular and just barely accomplishes what it set out to do, while four or more successes delivers a piece that has excellent craftsmanship and advanced techniques. Art is also used to assess and determine dates of origin, art history, style, influences, and approximate value. Specialization: Specific Medium (Oil, Ceramics, Calligraphy, etc.), Style (Impressionism, Abstract Modernism, Pop Art, etc.), Subject Matter (Nudes, Scenery, Metaphors, Automobiles, etc.) AWARENESS Awareness reflects a character’s practiced skills of observation. It may be used to scour a crime scene for evidence as well as to spot attackers lurking in an alley. Awareness is often used in opposed rolls versus Stealth. If the character gets more successes than the person making the Stealth roll, then he manages to detect them. Specialization: Minute Details, Speed Estimation, Shadows and Reflections, Keen Ears, Tactile Touch, Taste and Smell.
Players and Prophets are free to create Proficiencies and related Specializations other than those listed below to further define their personal style of play and the needs of their Prophecy. When designing Proficiencies, it is best to first see whether an existing Proficiency can do the same job. For example, if a player wants to make a Proficiency called Biology, Sciences already covers such knowledge. If a Proficiency is not covered, then the defining parameters of the ability must be agreed upon prior to its inclusion to the game. Proficiencies should be fairly flexible, but not overly general. A Proficiency such as Sports may be too general, since there are so many different forms possible; does it cover hockey, snooker, skiing, and fencing? If so, it is too powerful. On the other hand, a Proficiency such as Athletics can help determine general trained physical prowess, although the Aspects Agility, Might, and Vigor already represent such abilities. In the end, as long as the player and Prophet are pleased with an addition to the Proficiency list, then the game will benefit. ACROBATICS Acrobats apply their natural agility in ways near impossible to most other individuals. Acrobats tumble, vault, leap, balance, and fall all with fluid, supple motion and, amazingly, without injury. Acrobatics is something of a cousin to Jumping, allowing characters to engage in highly impressive (and often dangerous) maneuvers involving arms, legs, and full-body balance and manipulation. Body Aspects are usually paired with Acrobatics when attempting gymnastic style feats and vaults. Specialization: Tumbling, High-Bars, Tight Rope, Contortions ART Art covers any non-musical artistic skill or talent, including but not limited to painting, photography, writing, poetry, sculpture, animation, and graphic design. The character can set his Difficulty Rating to represent the quality of the piece that he
BUSINESS Business represents knowledge of commerce and administration on many levels: logistics and vocabulary, international finance, customs and procedure, laws, taxes, and departmental organization. It is often useful when trying to break through bureaucracy to gain information and also to figure out where specific articles of data may be kept within a multi-layered company or government body. Specialization: Management, Marketing, Economic Theory, International Affairs, Investment CLIMBING Characters with the Climbing Proficiency are especially adept at scaling or descending obstacles, whether by hand or with the assistance of ropes, pitons, claw boots, and other tools. Climbing is used whenever a character tries to ascend or descend a surface with an incline greater than 50 degrees. Generally, the DR of a Climbing roll is set by the nature of the surface, but harsh environmental conditions (freezing winds, darkness, driving rain, etc.) may also raise the DR at the Prophet’s discretion. The use of appropriate climbing equipment (crampons, hammers, climbing claws, suction cups, etc.) may lower the DR by one or two points as well. For example, climbing an ice wall is DR 8, but with the proper picks, tools, gloves and crampons, the Prophet sets the same task at DR 6. A character may move three meters up or down for every success gained on a Climbing roll. The rate of movement varies by the surface type (for example, a three meter ladder can be ascended within a couple of action phases, while moving cautiously up a windswept cliff-face can take several minutes). Because of the numerous variables involved, it’s best to use some common sense in determining time and difficulty factors. As with all things, the Prophet has final say. Specialization: Freehand, Ice, Rock, Rappelling, Rope, Sheer Surfaces COMMAND This Proficiency allows a character to lead and direct others
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toward a specific task, not just by example, but also by wisely and efficiently delegating responsibilities. Characters may attempt to exert charismatic or authoritative control over others, provided that those being commanded have at least some reason to trust the character. Command is not supernatural in any way (unlike Compel, on page 89). Specialization: Delegation (workplace, etc), Radio Communication (police dispatch, etc), Military (rank pulling and direct orders etc), Motivator (personal trainer, etc) COMPUTERS In the industrialized nations of the New Millennium, computer literacy is almost presumed. Computers govern every aspect of high-tech civilization, and can be powerful tools for gathering, organizing, and disseminating information. The world is alive with digital opportunity and programming peril. Computers and high-speed communication networks are a boon to researchers, academics, and millions upon millions of privileged individuals free to use the power of information technology for enlightenment and amusement. Computers also make the agencies of the Legion infinitely more dangerous. Sentinels must take great care not to leave electronic footprints of their passing (via credit cards for example) that can be noted and tracked via computer. This skill allows the Sentinel to avoid such hassles if properly used. Specialization: Database, Hacking, Networks, Programming, Troubleshooting, Specific Program CONCENTRATION Concentration represents the ability to clear the mind of distractions and remain focused on a particular task. While the Meditation/Praying Proficiency is used to attain calmness for its own sake, Concentration is used to avoid losing control over another task, such as reading in a noisy environment, or making a jump shot while being heckled. The Prophet can call for a Concentration roll anytime a character attempts a task that requires focus, and that may be disrupted by surrounding effects (such as picking a lock while under fire). If the Concentration roll fails, the difficulty of the original task increases by +1 DR. Concentration rolls made to mimic a character’s focus during stressful situations do not count as actions. Specialization: Specific Divinity, Problem Solving, Fine Motor Movement, Specific Proficiency CONSPIRACY Conspiracy is the art of deliberate subterfuge, espionage, and the preservation or layering of secrecy. Characters with Conspiracy are adept at using lies, disguises, innuendos, and other deceptive tools to achieve their ends, and may attempt to recognize such things when used against them. Sentinels wishing to infiltrate organizations or go undercover in their fight against the Legion pay close attention to the ability’s use. Conspiracy is actively used when covering up information, paper trails, and is directly opposed to Investigation, with which it can be used in an opposed roll. For example, a character wants to hide his contacts with a maker of fake IDs, and makes a Logic + Conspiracy roll versus DR 4. If at a later date, someone investigates his sources, the person doing so would make an Investigation roll versus DR 4 and attempt to beat the Degree of Success on the Conspiracy roll. Specialization: Disguise, Lies, Coded Speech, Signals, Mislead.
CULTURE Cultured characters possess knowledge of customs, traditions, and expectations of certain human social groups. Knowledge of customs can prevent insults and offenses against propriety, and it can also allow characters to blend into a local population without attracting attention. Culture is also useful to communication brought on by the subtleties of local practices and habits. Specialization: High Society, Criminal, Professional, Inner City, Rural, Specific Nation or Indigenous Tribe. ELECTRONICS Electronics covers the use, repair, and construction of complicated devices such as radios, appliances, security systems, audio systems, and video equipment. A character skilled in Electronics can also adapt an electronic device to perform better or worse than it was originally intended, as well as modifying it to do something outside of its normal function (such as amplifying an audio speaker or making a buzz saw out of a blender). Specialization: Alarms, Audio Equipment, Bugging Devices, Video Equipment, Radio Equipment EVASION Evasion is used to physically avoid approaching danger by getting out of the way, be it a swung fist, a thrown knife, or an out-of-control automobile. Evasion is both an active and passive Proficiency, and the Prophet can call for Evasion rolls as a matter of instinct if he deems it necessary (such as avoiding a knife that falls from the countertop). Specialization: In-Fighting, Diving for Cover, Rolling, Sidestep FAST-TALK Fast-talking, conning, blathering, or outright confusion is sometimes the best way to deal with a situation. This Proficiency may be used to fill a person’s head full of nonsense by constantly changing the topic, or it may be used to keep his attention by asking open-ended questions that invites him to answer. A skilled fast-talker can quickly weasel his way out of otherwise hostile situations, leaving his opponent’s none the wiser. Specialization: Conning, Questioning, Changing Topics, Faking Interest HAND-TO-HAND Hand-to-Hand reflects a character’s aptitude for unarmed combat. Hands, feet, elbows, knees, and other body parts become physical weapons used to deal out damage with offensive strikes and blows, and defend with counter-strikes and well timed stop hits. Specialization: Boxing, Judo, Kick-Boxing, Kung Fu, Wrestling, Ju-Jitsu, Pankration HUMANITIES Humanities reflects the broad spectrum of human knowledge in the areas of history, philosophy, and other liberal arts disciplines. Humanities is academic in nature, however knowledge in such areas has saved a Sentinel’s life on more than one occasion. Specialization: Anthropology, Ancient History, Mythology, Philosophy
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HUMAN PERCEPTION Characters with Human Perception are skilled at detecting and reading emotional changes in other human beings. This Proficiency may be used to discern truth from falsehood, analyze variations in a person’s moods, and to help others deal with their problems and worries. Judging character and motive is difficult at the best of times, especially for strangers, individuals from other cultures, and beings with supernatural powers. Generally speaking, a Human Perception roll, at best, gives an intuitive sense of the veracity and sincerity of the subject. The better known that subject is, the more certain the results should be. Human Perception is not supernatural and should not be confused with powers such as Illumine: Empathy. Specialization: Cold Analysis, Compassion, Deep Motivations, Recessive Emotions INTERROGATION Interrogation allows a character to overtly gather information out of a subject by means both fair and foul. Some interrogators are scrupulously civilized and rely on cleverness and crossquestioning, while others simply apply hurt and pain until they achieve their desired results. Interrogation often has a DR equal to the target’s Willpower. Specialization: Coercion, False Compassion, Guilt Trips, Mind Games, Torture INTIMIDATION Intimidation reflects a character’s ability to frighten someone purely by the application of social pressure or implied force. After all, there’s no need to fight if you can convince an opponent that he can’t possibly win. In many instances, to intimidate someone the character rolls Willpower + Intimidation versus the target’s Willpower + Concentration. Specialization: Bravado, Icy Voice, Screaming, Stare-down, Cool Whisper, Unsettling Silence INVESTIGATION Investigation allows the character to follow trails of evidence and uncover facts. Investigation covers the direct analysis of material evidence such as bloodstains, fingerprints, and handwriting as well as the less glamorous art of sifting through massive amounts of dry information (such as a stack of old phone books or financial records) to find a single missing person or clue. Investigation is often opposed with Conspiracy, which is the act of covering up information in the first place. Specialization: Ballistics, Cross-Examination, Forensics, Interviewing, Paranormal, Statistical JUMPING Jumping allows a character to leap further and more gracefully than those without any trained ability. A well-timed jump can be just the thing for allowing a beleaguered Sentinel to escape from a tight spot. Specialization: High Jump, Hurdling Obstacles, Long Jump, Moving Vehicles, Quiet Landing LANGUAGE Language is used in a slightly different manner than other Proficiencies. For every level of Language, a character may speak, read, and write one additional language fluently. Furthermore, Language also reflects a character’s degree of skill at general
linguistic analysis and problem solving, whether it be puzzling out an obscure dialect or attempting to decipher a totally alien tongue. A character is assumed to know his mother tongue fluently, so need not take this Proficiency unless he desires additional languages or better linguistic skill. Sample Languages: Arabic, Afrikaans, Bengali, Cantonese, English, French, German, Hebrew, Hindi, Italian, Japanese, Javanese, Korean, Latin, Mandarin, Norwegian, Polish, Portuguese, Russian, Spanish, Tamil, Turkish, Urdu, Vietnamese. Specialization: Ciphers, Dead Languages, Hieroglyphs, Occult Tongues, Specific Language Family LAW A character with the Law Proficiency, whether licensed to practice or not, is well equipped to navigate the complicated world of trial procedures, laws, legalese, legal precedent, and also to recognize and know of legal personalities. Specialization: Civil Cases, Constitutional Law, Criminal Cases, Family Law, International Law, Legalese, Trial Law LIFTING A character skilled in Lifting is able to bear heavier loads for longer periods of time than those without specialized training. Attempting to lift large weights improperly can lead to crippling injuries and massive muscular damage. Lifting is also used in many art forms, such as dance and circus, as well as by musicians, whether they are in a marching band or hauling stage equipment after a show. Specialization: Fireman’s Carry, Hauling, Hoisting, Straight Press MECHANICS The Mechanics Proficiency represents a character’s ability to understand, repair, and construct complex devices such as hydraulic systems, pneumatic systems, and internal combustion engines. The sister Proficiency of Electronics covers the delicate, small-scale use of transistors, switches, and circuit boards, while Mechanics covers the use and repair of more robust devices. A character can also use this skill to jury-rig devices to perform functions that weren’t a part of its original design, such as making a gas engine into one that can process alcohol or vegetables. Specialization: Aircraft, Automobiles, Hydraulics, Jury-Rig, Industrial, Composite Construction MEDICINE Medical training can mean the difference between life and death for a Sentinel in the field of battle. Although Divinities and other powers allow the Lord’s Chosen to survive incredible trauma, such help is not always available, nor can it always be brought to the aid of innocent people caught in the crossfire. Sometimes, stitching, binding and splicing are the best means to stem off a wound. This Proficiency also covers the knowledge and application of pharmaceuticals and drugs for their intended purpose, including required dosage based on age and body type. Specialization: Diagnosis, Diseases, Emergency Medicine, Paramedic Training, Pharmaceuticals, Surgery, Chiropractic, Physiotherapy MEDITATION/PRAYING A character with Meditation/Praying is capable of achieving a state of calm, focused reflection and supplication in relatively
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short order. Although Meditation/Praying can be used merely to soothe and relax the senses, it can also be used to seek spiritual insights, or to strengthen magical rituals and prayers. A successful Meditation/Praying roll can, at the Prophet’s discretion, lower the DR of a Divinity or Rite roll in a non-stressful situation. This Proficiency can also be used to regain lost Insight. For every hour of uninterrupted Meditation/Praying, the player can make a roll versus DR 4. Each success allows the character to regain one point of Insight in addition to what he would normally regain each sunrise. For more detail on Insight, see page 67. Specialization: Anger Management, Problem Solving, Yoga, Rituals MELEE Melee is the art of fighting at close quarters with a nonprojectile weapon, be it a knife, a sword, a club, a stick, a crowbar, an empty gun, or a barstool. Full rules for using melee weapons are found in the combat section. Specialization: Blades, Blunt Weapons, Chains, Disarm, Improvised Weapons, Nunchaku, Staves MUNITIONS This Proficiency covers the use of firearms and projectiles of all kinds, including: handguns, hunting rifles, rocket-propelled grenades, bows, and crossbows. A character with Munitions is also able to take care of and maintain his arsenal to ensure functionality of his weapons. Specialization: Archery, Assault Weapons, Gunsmith, Pistols, Rifles, Shotguns, Sniping, Automatic Fire, Heavy Weapons MUSIC Characters with the Music Proficiency are skilled in the technical composition and arrangement of music, as well as the playing of musical instruments. Vocal skills are covered by Performance, and it must be taken as a separate Proficiency if desired. Specialization: Classical, Composition, Conducting, Improv-isation, Specific Instrument, Specific Style (Ambient, Jazz, Folk, Gothic-Industrial, Hip-Hop, etc) NEGOTIATION Negotiation is used when characters are involved in discussion with the intention of reaching a bargain or compromise. It comes into play when both parties in the transaction have something the other wants or need to work out before a satisfying outcome can be reached. Negotiation is normally resolved with an opposed roll between both negotiators. Specialization: Bait and Switch, Friendly Persuasion, Gentle Pressure, Hardball, Scrupulous Honesty, Blackmail OCCULT Characters with Occult have some experience with the mystical and supernatural. Although it grants no powers, it does allow its students to understand the theories and designs behind such things. The Occult realm is a hidden world that has lain quietly beneath the surface of rational society for some time, but every Sentinel knows that these secrets hold truths that are seldom mundane in nature. Skilled occultists can weed out fake and false information from the real thing and use it to further their own goals.
Specialization: Chaldean Arcana, Demonology, Extra Sensory Perception, Hauntings, Occult Mythos, Secret Societies PERFORMANCE Performance is used whenever a character is in front of others in an attempt to display a rehearsed or improvised show. It also covers vocal performances, evangelical orations, acting, and impersonation as well as any other performing art where the performer is the main tool. Specialization: Acting, Dancing, Politics, Sermons, Singing, Comedy, Theatre PERSUASION Persuasion is the art of changing someone’s mind with a thoughtful, reasoned argument rather than a blustering fast-talk, hostile intimidation, or a debated negotiation. Persuasion, although it tends to have a lasting effect, is unfortunately somewhat time-consuming and dependent on the subject at hand. Specialization: Cunning, Evangelism, Humorous Approach, Factual Argument, Moral Parables, Repetition, Empathetic RELIGION Characters with the Religion Proficiency are not only schooled in the ideas and theories of general theology, but are trained in the doctrines, dogmas, and rituals of specific faiths. For some, this is part of a lifestyle, while for others it is merely a scholarly interest. Whatever the case may be, the study of Religion casts a great deal of light on some of the strange and deadly things that take place on a daily basis. Religion does not require blind faith or belief on behalf of the character. Sample Religions: Buddhism, Eastern Orthodoxy, Islam, Judaism, Roman Catholicism, Hinduism, Shinto Specialization: Angelic Lore, Animism, Biblical Lore, Eschatology, Theosophy RESEARCH Research facilitates the gathering of academic information that has already been compiled into some form of collection, such as a library, database, file, or other information storage system. Research can be a tedious, eye-watering task, but it is often necessary in the ongoing battle against the Legion and the uncovering of its secrets. Research normally involves uncovering facts and clues from reliable and focused sources, or from clues gathered after some preliminary Investigation. Specialization: Databases, Books and Tomes, Newspaper Archives, Internet RUNNING Even Sentinels often find themselves forced to attack on the run or flee for their lives. Characters with Running are capable of moving farther and faster than those without such training. Full movement rules can be found on page 121. Specialization: Endurance, Evasion, Sprinting, Cross Country, Uphill, Stairs SECURITY SYSTEMS Security Systems allows a character to overcome security and defense systems. He is capable of neutralizing alarms and cameras, circumventing security guard activity and booby traps, as well as bypassing relatively simple barriers such as locked
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doors and remote fences. Generally, each security measure has a related DR set by the Prophet, which the character needs to roll against. In many cases, Security Systems requires extended rolls to fully disarm or negate. Specialization: Alarms, Cameras, Guard Stations, Keypads, Physical Locks, Safes SEDUCTION Seduction is as much art as skill. Some seduce with their bodies, while others seduce with the promise of wealth, power, and importance. Seduction is one of the Legion’s oldest tricks, and even Sentinels must sometimes use (or refuse) its wiles in their dealings with the agents of darkness. Seduction can be sued with honest emotional intent, or as a way to manipulate others for selfish desire. Seduction often has a DR equal to the target’s Willpower (depending on how resistant they are to a seducer in the first place). Specialization: Flattery, Flirting, Innuendo, Body Language, Audacity, Sexual Ability SCIENCES Sciences is a catch-all for the physical and theoretical sciences (biology, chemistry, etc) as well as the social and behavioral sciences (psychiatry, mental health etc). Even in the pursuit of highly specialized degrees, scientists cannot help receiving an education crossing the boundaries of multiple fields. Sciences reflects straight knowledge as well as practical aptitude with laboratory equipment and scientific procedures. Focus on a specific field comes with a related Specialization. Specialization: Astronomy, Biology, Chemistry, Information Science, Physics, Psychiatry STEALTH Stealth allows the character to move unseen or unheard in situations where detection could be hazardous. A stealthy character may slip quietly through dark city streets, lurk in ambush, and conceal himself from adversaries. To avoid active detection, a character must make an opposed roll using Stealth versus Awareness. The Prophet can lower the DR of the character using Stealth if there is suitable cover or beneficial lighting conditions, or otherwise raise the DR if trying to sneak across open ground or other places that make it difficult. Specialization: Ambush, Camouflage, Crowds, Quiet Movement, Shadows, Wilderness STREET SMARTS Characters with Street Smarts are keyed into the vibrant, shifting, and dangerous culture of the streets and criminal underworld. It may be used to avoid trouble with gangs, track down known suppliers of drugs and weapons, and even find shelter and sustenance when on the run in the big city. Specialization: Gangs, Smuggling, Specific City (Chicago, New York, Los Angeles, etc.), Turf and Symbols, Black Market SURVIVAL Survival is used to stay alive in hostile and unforgiving environments such as a forest, swamps, deserts, or even cities. Characters with Survival training are adept at finding or making shelter, foraging for food and water, and traveling in reasonable safety through terrain that would otherwise get the best of them. Specialization: Arctic, Desert, Jungle, Ocean, Tundra, Urban, Forest
TEACHING Instructing another human being is not very difficult, but doing it well most certainly is. Characters with Teaching have that rare and valuable gift of patience and inspiration. Not only can they pass on their own skills and experiences to others, they can help others bring out the very best in their abilities. Specialization: Experimentation, Hands-On Learning, Informal Technique, Lectures, Early Childhood Education VEHICLES The Vehicles Proficiency is used to categorize the types of vehicle a character can drive or pilot as well as his degree of general acumen at the controls. For every level of Vehicles taken, a character may be proficient in the operation of a single category of vehicles. The Prophet may require certain preliminary Vehicle Proficiencies before others (for example, it is highly unlikely that someone would master a Learjet without first being trained to drive an automobile). Characters do not need to take additional Vehicle classifications with each level in the Proficiency, but it doesn’t hurt to do so either. Vehicle Categories: Automobiles, Armored Vehicles, Boats, Buses, Diesel Trucks, Helicopters, Locomotives, Motorcycles, Jet Aircraft, Ships, Spacecraft, Submarine Vehicles, Tracked, Turboprop Aircraft Specialization: Combat, Evasive Maneuvers, Racing, Stunts, Instrument Only
Combat “Thou comest to me with a sword, with a spear, and with a shield: but I come to thee in the name of the Lord of hosts.” — I Samuel 17:45 Sentinels are the soldiers of the Kingdom of God; human warriors empowered and expected to fight the forces of darkness at every turn. During the Anointing, each patron Archangel warns his Chosen Elect of the dangers inherent in their awakening. They require willful affirmation and determination to continue. Sentinels should have absolutely no illusions about their destiny — all reality is a battleground and the Legion of Hell gives no quarter to those in Heaven’s service. Sooner or later, direct confrontation is inevitable.
The Basics Combat in The Seventh Seal is streamlined and relatively abstract, but not entirely bereft of tactical options and strategic flavor. Characters need to make sound decisions based on common sense and experience, as the results of failure in combat can be lethal. For all their divine abilities, Sentinels are only mortal — and what is mortal can be slain. At its most basic level, characters generally attempt to strike their opponents while evading incoming attacks. Each combat sequence takes place in one action phase (five seconds) that follows a series of steps before moving onto subsequent action phases until the combat is resolved. The combat sequence has three major steps: Initiative, Action, and Resolution. Initiative determines whom acts first in the round, and then proceeds in an order from highest to lowest initiative.
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Action covers a whole spectrum of possible decisions a character can make: attacking, defending, moving, using a Divinity, or taking another action, such as jumping down a flight of stairs, or crashing through a window. Any necessary rolls to resolve such actions are made during the action sequence. Resolution is where the outcome of the action phase is dealt with. It also includes: tracking damage, assessing fatigue, marking off Insight or Grace points, and other consequences, like narrating the effects of a Rite. INITIATIVE At the beginning of combat, each active participant rolls Agility + Senses versus DR 4. The character with the greatest number of successes acts first, followed by the person with the second greatest initiative, and so on. In the case of a tie, the character with the most dice in his pool acts first. If that also results in a tie, then both characters act at the same time. Example: Josh Cable faces off against an Occultist. Josh rolls his Agility + Senses versus DR 4 and gets 1, 2, 4, 5, 5, 5, 5, & 6 for six successes! Josh has an initiative rating of 6 for that action phase. The Occultist rolls his Agility + Senses versus DR 4 and gets 1, 1, 2, & 5 for only one success. The Occultist has an initiative rating of 1, a very poor result. Josh Cable gets to act first in the action phase. Next round, both combatants will re-roll initiative. Holding an Action A character that has initiative may decide to hold his action. In this case, the initiative continues to the next person in logical order. At any time, the character that held his action may interrupt events and can take his action immediately. This simulates that a character who has won initiative to be able to react to events in combat without suffering the “disadvantage” of going first. ATTACKING A character that wishes to attack must first decide what he is doing and describe his action, whether it is lunging with a melee weapon, shooting with a handgun, or fighting it out tooth and nail. To strike an opponent, the character makes an Agility roll paired with one of the following Proficiencies: Melee, Munitions, or Hand to Hand. The attack roll is made versus DR 4. A character may opt to make a Full Attack which places him in a poor position to defend, but increases the potential lethality of his attacks. With a full attack, the attack roll is made versus DR 3, but the character’s defense rolls are made versus DR 6.
ing style). Joan rolls Agility + Hand-to-Hand versus DR 4, getting 1, 2, 2, 4, 5, & 5 for three successes. The Occultist attempts to defend against the furious Gabrielite! DEFENDING Anytime a character is attacked, he has a chance to defend himself. Defending is always a free action. An attack roll must exceed the number of successes of a defense roll in order to hit. Note that if an attack roll yields zero successes, then the defending character does not need to make a defense roll, since the attack missed in the first place. To defend, a character rolls Agility + Evasion versus DR 5. This defense roll represents a character’s natural wariness and does not count towards his number of actions that round for the purposes of multiple action penalties. A character always gets a defense roll against incoming attacks (whether they are melee, or from a gun) except when he is completely helpless. A character can choose to parry a Melee or Hand-to-Hand blow rather than evading it. Parry rolls are made using Agility + Hand-to-Hand or Agility + Melee versus DR 6. The added difficulty represents that often a successful parry can still hurt the defender, since energy is less easily dissipated versus strong attacks. A character truly determined to avoid harm may declare a Full Defense. The character forfeits all other actions for the rest of the combat round. The character rolls Agility + Evasion versus DR 4. The number of successes from that single roll is used against all attacks against him that round. Defense Rolls Agility + Evasion Agility + Hand-to-Hand Agility + Melee Example: The Occultist under attack by Joan Archer decides some quick sidestepping is in order, and makes a defense roll. Joan Archer had three successes in her attack roll. The Occultist rolls Agility + Evasion versus DR 5 and gets 1, 2, 4, 4, & 6 for one success. Joan beat the Occultist by two points and hits him with a flurry of blows. Cover Cover bonuses apply to character’s defense rolls. The Prophet should give relative percentages of how much of the target’s body is covered. For each twenty five percent of cover, the DR of the defense roll is lowered by -1. The Prophet can reduce the effectiveness of cover if it is of a weak material. For example, a character hiding completely behind a couch might only get a 50% cover bonus instead of 100% bonus because bullets can penetrate the couch and still hit the target.
Attack Rolls Agility + Melee Agility + Munitions Agility + Hand to Hand
Cover
Example: Joan Archer sees Josh Cable fighting an Occultist and quickly goes to his aid. More Occultists show up, and Joan acts on her initiative rating. Her player states Joan is going to lay the smack down on the nearest Occultist, and lets fly with kicks and punches (her preferred street fight-
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AMOUNT OF COVER 25%
DEFENSE ROLL MODIFIER -1DR
50%
-2DR
75%
-3DR
100%
-4DR
DAMAGE Once a character has successfully struck an opponent with an attack, he gets to make a damage roll. Damage is determined by taking the number of successes in the attack roll less the number of successes in the defense roll, and figuring out the Precision Bonus. The more successes gained in the attack roll, the more precise the attack and hence the more damage that can potentially be delivered. The precision bonus is a number of damage dice that are added to the weapon’s damage rating. This dice pool is rolled versus DR 4. The number of successes is the amount of damage the victim of the attack may suffer.
RESISTANCE The victim of the attack makes a resistance roll to try to stand up against assaults upon his body. The roll is made with Vigor + Armor + miscellaneous versus DR 4. The number of successes from the resistance roll negates successes on the damage roll on a one-to-one basis. Any extra successes remaining from the damage roll are applied to the target as Life Levels of damage. If no successes remain from the damage roll, then the attack is ineffectual. Example: The Occultist makes his resistance roll with Vigor only, since he isn’t wearing armor and has no supernatural wards against damage. He rolls a 2 & 5 for one success. Joan’s damage roll yielded four successes, hence three get through. The Occultist takes three Life Levels of banal damage from Joan’s attack. He is “Broken” and suffers -2 to all dice pools. The Occultist drops to the ground and whimpers away.
Precision Bonus ATTACK SUCCESSES 0 or less
PRECISION BONUS No Damage
1
+0D
2
+1D
3
+2D
4-5
+3D
6-7
+4D
8+
+5D
RANGE Hand-to-Hand and Melee attacks are rather personal affairs, requiring opponents to be very close to one another in order to cause harm. Such attacks can only be made when the opponent’s are within two meters of each other. A character can begin an action phase within range, or move within range before making his attack. Firearms have range bands, which are discussed later in this chapter, allowing them to be effective at greater distances.
Precision Bonus The precision bonus is derived by the accuracy and success of the initial attack. Cross reference the number of successes gained in the attack roll to determine how many extra dice are added to the damage roll. Example: Joan Archer gained two successes on her attack roll versus the Occultist. She checks the Precision Bonus table and gets a +1D to her damage roll. Hand-toHand attacks do Might in damage. Joan rolls her Might + 1D versus DR 4 and gets 1, 3, 5, 6, 6, & 6 for a whopping four successes! Joan really knows how to make Occultists black and blue.
MOVEMENT The metric system is the default measurement format in The Seventh Seal. Prophets may use graph or hex paper to map out scenes (especially those that involve combat) for his players, treating each space as being one meter squared. (For those more comfortable with Imperial measure, a meter is 1.09 yards.) Example: Josh Cable manages to run away from the Occultist he is battling and makes for the stairwell nearby. Along the way, he wishes to draw his handgun and check if it’s loaded. He is moving at Running Speed, which counts as
Movement Rates and Distances MOVEMENT TYPE Slow Walk/Crawl
METERS/ACTION BONUS Agility
SUSTAINED FOR Indefinite
NUMBER OF ACTIONS Zero
Walking Speed
3 meters + Agility
Vigor x 10 minutes
One
Running Speed
15 meters + Agility + Running
Vigor x 5 minutes
Two
Sprinting Speed
30 meters + Agility + Running
Vigor x 2 in Action Phases
Can do nothing else but sprint
A character in combat can move at a slow walk without penalty. Movement may take place before, during, or after a character’s action. If movement is split, the character must divide how far he moves before his action, then takes his action, and finally completes the remainder of his movement.
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two actions. He decides to draw his gun at the base of the stairs. Josh can run 18 meters, and the stairwell lies only 10 meters away. Hence, Josh moves 10 meters, draws and checks his gun, and then runs down the steps another 8 meters. Note that the Prophet could call for a Concentration roll or Agility check while Josh carries out these tasks to portray the stress involved with running (down stairs) and checking a weapon while in a hostile situation. FREE ACTIONS IN COMBAT It becomes particularly important in combat to keep track of what constitutes a free action and what “takes up actions.” When time is of the essence, characters must often choose between defending, attacking, or doing something else that may be of vital importance. For example, a character with an empty firearm must decide whether to spend time reloading it, or draw a backup weapon instead, or escape from danger, or any number of things which seem like a good idea. An instant free action may be taken at any time and does not count as a character’s action for the action phase. In essence, the character may take the instant action, and still act in some other way during the round. A full free action does not require the rolling of dice, but is time-consuming enough to count as a regular action. Hence the character succeeds at the task, but any further actions are subject to multiple action penalties.
actions for the phase. Joan uses the dice pool that has the least number of dice to resolve each of her rolls. Therefore, Joan’s Agility + Jumping is 3 dice, her Agility + Munitions is 6 dice, and reloading requires no roll. Three actions results in a modifier of -2D and +2 DR to each action. Joan lowers her dice pool by 2 dice, leaving her with only 1 die to resolve each action. To make matters worse, the DR of each roll is also higher than normal, hence her chances of succeeding are slim indeed. If a character fails at an action, then actions still pending are no longer possible. Hence in the above example, if Joan fails her Jumping roll, then she forfeits her chances of both firing the weapon and reloading. While multiple action penalties may seem harsh and extremely difficult, character dice pools in The Seventh Seal can reach as high as 14 dice! Experienced characters will have an easier time performing multiple actions, while new Sentinels will need to stay focused and pay attention to what they are doing. Also, Demons and other supernatural beings can have dice pools that reach massive levels, such as 24 dice or higher (rare as it may be), hence minor -1D to -6D penalties hardly seem to matter in such instances.
Multiple Action Penalty
Free Instant Actions (Examples) • Speak or shout one or two sentences to someone nearby • Make a Senses or Awareness roll to spot something • Move at a slow walk or crawl • Knock a lightweight obstacle out of the way without caring where or how it falls (curtains, an open door, a lamp, etc.) • Switch the fire mode on a firearm (safety to armed, single to automatic, etc) Free Full Actions (Examples) • Reload a weapon • Open a closed, unlocked door to a room or vehicle • Manipulate a simple physical device (dial a number on a telephone, start a car, change CDs while driving, etc.) MULTIPLE ACTIONS Each five second action phase allows a character to take one action with focused concentration at no penalty. However, it is sometimes necessary for characters to attempt multiple actions, such as running and shooting simultaneously, or popping off three quick shots with a handgun rather than one careful shot. All characters are free to attempt multiple actions, but the penalty for doing so becomes steeper with each additional action. Dice penalties and DR modifiers affect each action in the phase. Multiple action penalties include attacking more than one person. Each extra person that a character attacks counts as an extra action. The dice pool for the entire action phase is equal to the lowest dice pool available to the character. For example, if Joan Archer wants to jump over a ditch (Agility + Jumping), fire her weapon (Agility + Munitions), and reload her gun (no roll, but a free full action), it counts as three
NUMBER OF ACTIONS 1
PENALTY none
2
-1D/+1DR
3
-2D/+2DR
4
-4D/+4DR
5
-6D/+5DR
A character can take a maximum of five actions in one action phase. DISARMING AN OPPONENT A character may attempt to knock a weapon from an opponent’s hand with a Melee or Hand-to-Hand attack. Such an attack is made at +1 DR, and damage rolls are reduced by three dice. Might is used instead of Vigor when making a resistance roll to see if the weapon is knocked out of the character’s hand; stronger opponents tend to hold on to their weapons. One or more successes in the damage roll results in the weapon being knocked from the opponent’s grip, up to 1D in meters away. If three or more successes are gained, the disarming character can take control of the weapon instead (as long as he has a free hand of course). An opponent never suffers Life Levels of damage when being disarmed. FIGHTING BLIND When characters are fighting in conditions of darkness, smoke, or other visual hindrance, the difficulty to all Melee and Hand-to-Hand attacks increase by +2 DR. Munitions attack rolls (firearms, thrown weapons, etc) have the difficulty increased by +3 DR, since there is no advantage of “feeling for your opponent” in long ranged attack. Zero-visibility conditions (pitch black) also impose a -5D penalty to Melee and Hand-to-Hand attacks, and a -7D penalty to Munitions rolls.
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FIREARMS IN COMBAT Firearms are deadly and destructive weapons that have changed the face of human warfare forever. Sentinels often find firearms less than useful against the denizens of Hell since they offer temporary fixes as opposed to solving the problem. However, agents of the Legion find such weapons more than useful against the still mortal Sentinels of the Lord. The Seventh Seal game system reflects the unique and dangerous properties of firearms while offering several optional systems to tailor their effect on the game to each Prophet’s taste.
phase. Each shot fired counts as one action in the phase. • Burst-Fire (BF) weapons may be set to fire in three-round bursts with a single pull of the trigger. Multiple bursts may be fired per action phase. Each three round burst counts as one action in the phase. • Full Automatic (FA) weapons cycle at a very high rate, expending ammunition as long as the trigger is held down and there is ammunition to spare. A full automatic attack takes up the entire action phase, and movement or other actions taken during full automatic attacks are counted as multiple actions.
Damage From Firearms Firearm damage is unusually deadly. A successful attack with a firearm results in what is called automatic damage, a value equal to the weapon’s damage rating. These points of damage do not need to be rolled versus DR 4. If a character is hit with a damage rating 4 firearm, he will need to resist all 4 points of damage. Precision bonuses that are applied to a firearm attack are still rolled as usual. The victim of a firearms attack still gets a damage resistance roll.
Single Shot and Semi-Automatic Single shot or semi-automatic attacks fire one round each. If the attack is successful, then the target is hit with one round. Precision bonus, resistance rolls, and damage occur as normal. Burst Fire A burst is treated as a single attack, using three rounds of ammunition. If the attack is successful, the player rolls 1D3 to determine how many bullets strike the target. For each bullet past the first, one point of additional damage is added to the weapon’s base damage rating.
Example: Joan Archer is hit with a round from a small handgun. The handgun has a damage rating of 2. Her attacker also got a precision bonus of +2D. The attacker rolls 2 dice for the precision bonus versus DR 4. He gets one success therefore Joan needs to make a resistance roll against 3 points of damage (2 are automatic, and 1 from the precision bonus). Joan’s Vigor is 4, and she has no other bonuses. She rolls 2, 2, 3, & 6. She takes 2 points of damage and is at Scratched on the Life Level chart with lethal damage.
Burst Fire BULLETS THAT HIT 1
Range of Firearms The statistics block of each firearm (page 131) lists four range bands: point-blank, short, medium, and long. Ranges are listed in meters. • Point-blank range refers to a target directly adjacent to the shooter, although some weapons have a slightly larger point-blank range. Point-blank shots lower the difficulty of the roll by -1 DR. • Short range represents the firing distance in which the weapon was designed to function, allowing its wielder to fire accurate shots with a reasonable amount of practice and skill. No special modifiers apply to shots at short range, and the standard difficulty is DR 4. • Medium range shots suffer from a lack of accuracy. Shots at medium range have the difficulty of the roll increased by +1 DR. • Long-range shots are extremely difficult, although not impossible. Shots at long range have the difficulty of the roll increased by +2 DR. Modes of Fire Each weapon lists its possible modes of fire. In cases where more than one mode is listed, the shooter may alternate between fire modes at the flick of a switch, which is a free action. • Single Shot (SS) weapons have an action so unwieldy or complex that they may be fired only once per action phase. Characters can not take multiple shots per action phase, even if the weapon contains more than one round in it’s magazine. • Semi-Automatic (SA) weapons fire once for every pull of the trigger, cycling fast enough to allow multiple shots per action
DAMAGE weapon’s damage
2
weapon’s damage +1
3
weapon’s damage +2
Automatic Fire A weapon capable of automatic fire expends all its ammo in a single action phase. Automatic fire puts a great deal of hot metal into a small area, but makes controlling and aiming very difficult. Automatic fire has a -2D penalty to the attack roll. A successful automatic fire attack gains a number of additional damage dice equal to the base automatic damage. The bonus dice are rolled versus DR 4. Each success adds to the automatic damage of the weapon. Automatic fire may be used to spray a number of targets within one meter of each other up to a maximum distance of the shooter’s Agility rating. The number of dice assigned to each target must be split before the attack roll is made. This does not count as more than one action.
Example: Joan Archer fires a fully automatic rifle and hits her target. The rifle has a damage rating of 4. She also rolls an additional 4 dice versus DR 4, and gets 1, 4, 6, & 6 for three successes. She adds the successes to the weapon’s damage, which is now bumped up to 7! Joan also would roll any precision bonus dice, so let’s assume she had +2D in this attack. She rolls a 2, & 4 for an additional success. The final damage of her attack roll is 8. Her opponent makes his Vigor resistance roll (with no other bonuses) and gets only two successes. Her opponent suffers 6 points of lethal damage, which drops him to Immobile on the Life Level chart. AIMED SHOTS A character may take the time to carefully set up and execute an aimed shot, provided that he neither diverts his attention nor
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suffers interruption while doing so. For every action phase spent aiming before the shot is fired, the character gains +1D and lowers the difficulty by -1 DR. No more than two action phases may be accumulated from aiming. A character may only make an aimed attack with a single shot, semi-automatic, or burst fire. Automatic fire may not be aimed. Aiming bonuses may not be used against targets that are moving in a violent and irregular pattern. A character making an aimed shot may not combine it with a full attack. Aimed shots are also useful for taking out small inanimate targets such as spotlights, control boxes, vehicle tires, etc.
General Hazards Combat is not the only danger faced by Sentinels on their lonely mission against the forces of darkness.
Drowning and Suffocation When a character is cut off from a source of breathable air, he may hold his breath for a number of action phases equal to his Vigor x 3 (anywhere from fifteen seconds to just under two minutes). Each action that the character takes reduces the number of action phases remaining by two.
Aiming FULL ACTION SPENT PHASES AIMING 1 2
Example: Adriana can hold her breath for 6 action phases. If she takes an action, she lowers her total by 2, and is left with 4 action phases. Of course, action phases represent passing time and don’t last forever! Therefore, if Adriana holds her breath for one action phase, and then takes action on the next two action phases, she would have exhausted her air resources.
AIMING BONUS +1D/-1DR +2D/-2DR
SCATTERING SHOTS AT RANGE Shotguns and other scatter weapons such as grenades fire clouds of tiny projectiles that expand as they fly through the air. As a result, they may affect several adjacent targets and potentially cover a large area. For every range band past short range, the damage drops by two points and the number of adjacent targets affected increases by one. Additionally, shotguns with spray ammunition inflict one additional point of damage at pointblank range.
Scatter/Spray RANGE PB
DAMAGE weapon’s damage
TARGETS 1
S
weapon’s damage
1
M
weapon’s damage -2
2
L
weapon’s damage -4
3
Once the number of action phases is exhausted, the character must make a Vigor roll per action phase versus DR 7 to avoid taking a gasp of air. Failure results in the character suffering one point of banal Life Level damage. The character also suffers a -1D penalty to his next roll. This process is repeated until the character either finds a source of air, or falls unconscious and dies from asphyxiation or drowning.
Electrical Shock Electrical shock is deadly, and its effects can have lasting consequences. Small jolts of electrical surges can be annoying, but anything more than a standard wall socket can do irreparable damage. The following table shows electrical sources and their relative damage ratings in both Life Levels and Agility modifiers. If a character’s Agility drops to zero, then he suffers minor paralysis throughout the duration. If a character suffers zero Agility permanently, he is paralyzed for life.
SUPPRESSIVE FIRE A character may declare a suppressive fire attack in place of a normal action, firing a burst or full automatic attack in the general direction of his opponents, or at a zone to prevent movement by the enemy. A suppressive fire zone can cover a width equal to the shooter’s Agility in meters. Targets within the general area of suppressive fire (Prophet’s discretion) must make Willpower + Concentration rolls versus DR 5 (with at least one success) or suffer a -2D penalty to all actions for the remainder of the round. Characters entering or passing through a zone of suppressive fire may be hit, and a standard burst or automatic fire roll should be resolved immediately. If no one passes through or enters the zone, there is no need to roll at all. MECHANICAL AIDS FOR FIREARMS Firearms may be equipped with a variety of special devices to enhance accuracy and dampen the effect of recoil. These are described, in the Weapons and Equipment section on page 132.
Electrical Shock ELECTRICAL SOURCE 110 Volt 220 Volt
DAMAGE 4D 7D
AGILITY MODIFIER -1 Agility for an hour -2 Agility for six hours
Electric Fence
8D
-2 Agility for six hours
Power Line
12D
-3 Agility for a day, -1 Agility permanently
Transformer
15D
-5 Agility, -2 Agility permanently
Explosives Explosives are easily one of the fastest ways to go from human being to liquid matter in the blink of an eye. Even those
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trained in their use give explosives unwavering respect, since they know all too well the consequences that such weapons have. An explosive device spreads damage over a radius in meters equal to its damage rating. The listed damage rating decreases by one level for every three meters of distance.
Characters may find themselves confronted with leaping flames, billowing clouds of smoke, furious waves, and a myriad of other environmental dangers. In order to determine just how dangerous a given environmental effect is the Prophet should assign an Intensity Rating from 1-10. Intensity reflects not only how many dice of damage a character might suffer if exposed, but the general size and force of the danger as well. Some examples of Intensity and their related dangers are listed below: • An Intensity 8 tidal wave has 8 dice versus a character’s Might to determine whether or not the character is pulled out to sea or underwater. • An Intensity 3 fire has 3 dice of fire damage. • An Intensity 5 cloud of smoke and dust could subtract -5D from a Senses + Awareness roll of anyone attempting to observe their surroundings.
Falling A Sentinel tossed into the uncaring hands of gravity without a surface has a great deal to worry about. Falls cause a variable number of damage dice, depending on the distance traveled before hitting something. The resistance roll difficulty depends on the landing surface: DR 8 for jagged rocks DR 7 for concrete DR 6 for tall grass DR 5 for soft mud DR 4 for newly fallen snow of reasonable depth DR 3 for water of reasonable depth.
Falling DAMAGE 1D
3 meters
3D
4 meters
5D
5 meters
7D
6 meters
9D
7 meters
12D
8 meters
15D
9 meters
18D
10 meters
21D
11 meters
25D
12 meters
30D
13 meters
35D
14 meters
40D
The Prophet may increase or decrease the Intensity Rating of an environmental hazard over time, as appropriate to the situation. Example: Adriana Cruz starts a small flame in the fireplace of a dark, deserted mansion. At first, the tiny, smoking pile of tinder is barely Intensity 1, but after a few minutes, and a steady diet of logs and paper it becomes a healthy Intensity 2 blaze. An hour later, the fire has blossomed into a roaring Intensity 3 fire that warms her cold and aching bones.
Illness and Disease
Characters with the Acrobatics Proficiency may roll Vigor + Acrobatics when resisting falling damage.
DISTANCE 2 meters
Fire and Other Environmental Dangers
Sentinels spend a great deal of time on the run from agents of the Legion, plotting investigations and activities in various parts of the world, and interacting with the seedy and underworld realities of modern society. This lifestyle brings them into contact with many different climates and locations, which in turn makes them more exposed to disease and illness. Furthermore, some Demons display a mastery of disease, controlling and spreading it at will. Six sample diseases are presented below. Implementation of infection is a fairly complex matter, best left to Prophet discretion. Generally speaking, a character exposed to a pathogen should receive an initial resistance roll of Vigor x 2 versus the disease’s DR. If the roll is a failure, the character becomes infected with the disease. Outside of game mechanics, some excellent story seeds can be used with the potential infectious nature of some diseases, so be careful to not get bogged down in the rules, and allow diseases to perform as they do in the real world — as emotional and social burdens that go beyond science and medicine. Diseases are classified with various categories to help use them in the game as tangible elements that can directly affect the characters. Frequency of Progression describes how quickly a disease manifests its effects and sets the interval at which the disease has a chance of worsening. At every interval, an infected character must make another resistance roll versus the diseases DR, or the effects of a successful progression are applied.
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Each disease listing also describes the passage of the disease: the length of time it lasts (for example, in the case of the flu, an infected character must make periodic resistance rolls for 1D+1 days). Some particularly virulent diseases require special treatment to fully go away, and some never go away barring supernatural intervention. Each disease may also have a number of complications making its progress more dangerous or frustrating. Each disease’s level of human communicability is also listed for convenience. While some diseases leap from host to host with frightening ease, others simply cannot be spread by ordinary contact despite their virulence. Life Levels lost to disease may not be healed until the disease has been completely treated or controlled. Once a victim recovers from a disease, healing may proceed normally. Aspects that suffer by way of disease are generally recovered at a rate of one per month, but only after the disease has left the victim’s system. ANTHRAX: The anthrax bacillus attacks the human body in three different ways. Although it can take root in the skin and the intestinal tract, the most dangerous form of anthrax is inhalation anthrax, which is described by the conditions below. Anthrax sows a dangerous legacy of extremely persistent spores that produces a complicated set of symptoms. At first, these symptoms resemble the common cold, but as days pass the victim’s condition worsens until shock and respiratory dysfunction become lethal. Anthrax is ordinarily encountered in the presence of dead animals and/or agricultural animals, but it can also be used as a manufactured biological weapon. Communicability: None. Resistance Roll: DR 7 Frequency of Progression: 1D in days Effect of Successful Progression: 1 Life Level damage. Complications: Once an anthrax victim has lost three Life Levels to the disease, each further progression causes the loss of two Life Levels. Passage of Disease: Anthrax does not go away if left untreated. Treatment involves the application of antibiotics over the course of several months, after which the disease will abate without returning. EBOLA: This Viral Hemorrhagic Fever is named after the Congo River where it’s appearance was first documented. The disease itself is a complex RNA virus. Its origins are unknown, and it is believed to occur in animals (most likely primates) native to Africa. Initial infection of each outbreak’s ‘Patient Zero’ is also unknown but believed to be the result of contact with an infected animal. Later infections occur through exposure to blood & fluid secretions, making Ebola extremely contagious. Early symptoms include: fever, muscle & headaches, stomach cramps, and diarrhea (often bloody). The symptoms, while excruciating, are often misdiagnosed as lesser ailments. After a few days the symptoms intensify including: bleeding, chest pain, shock, and finally death. Communicability: Highly infectious by respiratory or fluid transmission. Resistance Roll: DR 8 Frequency of Progression: 1D in days Effect of Successful Progression: 1 Life Level damage and secondary progression versus DR 7 Complications: If the character fails the secondary progres-
sion check, the Life Level damage increases by one and the patient begins Hemorrhaging (bleeding) from all of his orifices. Passage of Disease: There is no confirmed treatment for Ebola, though some success has been had with transfusion with the blood of an Ebola survivor. Medical science does not know why one patient survives and another does not. INFLUENZA: The Flu is caused by one of several viral strains that regularly mutate and affect populations across the globe. Influenza at first feels like a common cold, but soon reveals its true nature with sudden fever, weakness, muscle cramps, and prostration. Ordinarily, the flu is simply a massive inconvenience, but particularly virulent strains may develop into a serious threat (a notorious influenza epidemic killed millions of people around the world shortly after the First World War). Communicability: Highly infectious by respiratory or fluid transmission. Resistance Roll: DR 5 Frequency of Progression: 12 Hours Effect of Successful Progression: Unchanging. -2D penalty to all actions. Complications: Five successful consecutive progressions of the disease results in the loss of a Life Level, as do all further successful progressions from that point onwards. Passage of Disease: 1D+1 days MALARIA: Malaria is a global scourge that causes more than a million deaths per year, even in the modern world. Delivered by the bite of an infected mosquito, malarial parasites infect the blood and liver of a human host. Symptoms of malaria are reminiscent of the flu, including long-term weakness and fatigue. Malaria also causes jaundice, an unpleasant yellowing of the skin and eyes. More virulent malarial strains may cause kidney failure, seizures, and death. Communicability: None. Resistance Roll: DR 7 Frequency of Progression: 1D in weeks Effect of Successful Progression: 1 Life Level damage or -1 Attractiveness/-1 Vigor (depending on the strain) Complications: Malaria, once successfully treated, sometimes merely goes into remission and may erupt again months or even years after the initial infection. Passage of Disease: Malarial treatments are common all over the world due to the prevalence of the disease. An individual successfully resisting progression ten times in a row drives the disease into remission. Otherwise it will not pass naturally and needs medical aid to facilitate recovery. NECROTIZING FASCIITIS: Colloquially known as the ‘Flesh Eating Bacteria’ or NF, this disease destroys the soft tissue beneath a patient’s skin while also inducing a toxic shock syndrome. The bacterium is an antibiotic resistant form of the common Strep A bacteria, that is relatively benign and the cause of most sore throats and runny noses. The ‘flesh eating bacteria’ will only become virulent when it enters another patient and the carrier remains unharmed and otherwise non-symptomatic. The disease is usually contracted by entering the skin via cuts, bruises, and abrasions but rarely via the handling of inanimate objects. The bacterium generally travels from one
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human to another directly through respiratory droplets (sneezes). Initial symptoms are mild, muscle aches near the wound location, slight discoloration, and bruising. The patient soon advances to more serious symptoms as the NF bacteria begins flooding their system with toxins that are produced while it devours muscle tissue. Diarrhea, nausea, fever, dizziness, and confusion become more pronounced. In the final stages, the area of infection (usually a limb) swells — exhibiting large dark marks and blisters filled with blackish fluid. Finally blood pressure drops, resulting in unconsciousness & death. Communicability: Infectious by fluid transmission, often through cuts and abrasions. Resistance Roll: DR 7 Frequency of Progression: 24 hours Effect of Successful Progression: 1 Life Level damage Complications: Once the NF victim has lost 2 Life Levels, each further progression will result in the permanent loss of either 1 point of Agility, Attractiveness, Vigor, or Might, due to necrotized soft tissue. Amputation at this point can stop the progression (granting +4D to the next resistance roll). Passage of Disease: Treatment involves the use of powerful antibiotics, and surgical removal of necrotized muscles in the later stages. Disfigurement and amputation of limbs are the treatment of last resort. Without drugs the disease can still be treated with surgery, but with reduced effectiveness (the onus to resistance is only +2D) TETANUS: Tetanus is a bacterial disease most often contracted when puncture wounds are left untreated, especially after exposure to soil, dust, or manure. The symptoms of tetanus may take 3-20 days to manifest themselves, and include: headache, muscular stiffness in the jaw (lockjaw), stiffness of the neck, difficulty in swallowing, rigidity of abdominal muscles, spasms, sweating and fever. Most citizens of industrialized nations are vaccinated against tetanus, but these vaccinations must be renewed about once per decade.
Communicability: None Resistance Roll: DR 7 Frequency of Progression: 2D in days Effect of Successful Progression: -1 Agility (paralysis when Agility reaches zero, death with further progression thereafter) Complications: Treatment of tetanus is quite complex and uncertain, requiring weeks of intense care. Passage of Disease: Tetanus, once contracted, needs medical attention to facilitate recovery. Example: Father Lazarus is exposed to a nasty strain of the flu while performing support work at a mission for the homeless. He fails his initial resistance roll versus DR 6. Twelve hours later, he fails another resistance roll and suffers a -2D penalty to all actions. Every twelve hours, he must make another resistance roll. The effects of influenza progression are more irritating than deadly. However, if he fails five resistance rolls in a row the disease becomes more complicated.
Poisons and Drugs Sentinels may find themselves menaced by a wide variety of chemicals, drugs, and poisons. These substances are in frequent use by agents of the Legion. Although supernatural arts give Sentinels some defense against such forms of attack, they must never discount its danger entirely. Poisons and drugs have Vectors: means by which they enter the body and take effect. For example, alcohol poured onto bare skin has no effect on a human being, and must be ingested to do its work. The four vectors are: • Ingestion (Ing) The substance takes effect if swallowed.
Poisons and Drugs SUBSTANCE Generic Stimulant
VECTOR Ing. Inj. Inh.
RESISTANCE DR 5
Generic Depressant
Ing. Inj. Inh.
5
Generic Hallucinogen Ing. Inj. Inh.
5
PRIMARY EFFECT Special
SECONDARY EFFECT None
-2D
-1D
Hallucinations
-1D
-1 Agility
None
7
Unconsciousness
-1 Agility/-1 Logic
Inj.
6
Unconsciousness
-1 Logic
Chloroform
Inh.
5
Unconsciousness
-1 Agility/-1 Senses
Halothane
Inh.
6
Unconsciousness
-2 Senses
Black Widow Venom Ing. Inj.
4
3D Damage
-1 Agility
Rattlesnake Venom
Inj.
5
6D Damage
3D Damage
Cobra Venom
Ing. Inj. Inh.
7
9D Damage
5D Damage
Arsenic
Ing. Inj.
6
8D Damage
4D Damage
Cyanide
Ing. Inj. Inh.
7
10D Damage
5D Damage
Strychnine
Ing. Inj.
7
9D Damage
5D Damage
Nerve Toxin
All
8
12D Damage
6D Damage
Alcohol
Ing.
4-5
Chloral Hydrate
Ing.
Sodium Pentothal
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• Injection (Inj) The substance takes effect if injected beneath the skin, or into the bloodstream. • Inhalation (Inh) The substance may be inhaled as a gas, mist, powder, or vapor. • Dermal (Der) The substance takes effect if absorbed through bare skin. Some substances have multiple vectors, or come in different forms for different uses. When a character is exposed to a potentially harmful substance, he must make a resistance roll using Vigor versus the poison or drug’s DR. Failure means that the Primary Effect of the substance takes place, while success means that the less dangerous Secondary Effect occurs. A character rendered unconscious by a drug or poison remains out cold for 1D hours. If a character’s Logic value is ever reduced to 0, he is rendered unconscious for 1D hours. If a poison causes damage, its damage is rolled versus the character’s Vigor. Generally speaking, damage from poison is staged and builds up at a rate based on the strength of the toxin (a slow poison might deal a point of damage every hour up to its maximum, while a fast action poison can take effect in seconds and deliver all of its damage dice in a single roll). It should be kept in mind that not all poisons will have an instant onset and, in fact, this is highly rare. Example: Joan Archer is struck by a poisoned dart. The Prophet deems that the poison is closest to rattlesnake venom and uses that as a template. Joan Rolls her Vigor of 4 versus DR 5 and fails. She suffers the poison’s Primary Effect, which is 6D of damage. The Prophet rolls six damage dice and gets four successes. Joan’s resistance roll yields only one success. As a result, Joan takes one point of damage every ten minutes (a fairly fast acting poison) until she has lost three Life Levels. DRUGS Stimulants, depressants, and hallucinogens are also listed on the table, and they have a few special properties worth noting. Drugs in these categories are often taken willingly, either for recreational or medical purposes. Characters need not make resistance rolls against such drugs. • Stimulants excite the body and the mind of a human subject, although they rarely if ever enhance the quality of actions taken under their influence. Stimulants are commonly and legally used (caffeine and pseudoepinephrine especially) to help their imbibers remain awake and alert. More powerful stimulants (cocaine and a wide variety of illegal amphetamines) are available, but are very dangerous. The primary effect of a stimulant is to enable an imbiber to go without sleep while under the drug’s effects. Overdoses of stimulants cause Life Level damage (at the Prophet’s discretion) due to heart palpitations, and may even cause heart failure. • Depressants have the opposite effect, placing characters into a state of mental and physical tranquility. A generic depressant generally causes a -2D penalty to all actions, and the Secondary Effect may be assumed to be -1D. More powerful depressant drugs (usually found only in the hands of doctors, nurses, and unscrupulous interrogators) have more significant
effects. Depressant overdoses may cause Life Level damage by forcing a subject into respiratory arrest. • Hallucinogens (widely and illegally available in the form of LSD and certain plant extractions) have a vivid and unpredictable effect on human subjects. As a Primary Effect, they cause intense hallucinations and visions for 1D in hours. During this time, the imbiber suffers a penalty of -2D to all actions, as his senses are filled with conflicting and confusing imagery. As a Secondary Effect, hallucinogens cause a few fleeting visions and lowers the user’s Reason by -1 for 1D in hours. Hallucinogen overdoses may cause lingering psychological effects, including flashbacks and paranoia.
Health and Sanity “Bless the Lord . . . who heals all diseases; who redeems our life from destruction . . . who satisfies our mouth with good things; so that our youth is renewed like the eagles.” — Psalms 103: 1-5
Life Levels The Life Level track is used to portray how healthy a character is when wounded. As characters take damage in the game, they mark off the Life Level track and suffer the listed consequences. Life Level loss is cumulative, so wounds compound over one another. Players keep track of their character’s injuries by marking the Life Level chart on their character sheet. Banal damage is marked with a single slash (/), lethal damage is marked with an (X), and incorporeal damage is represented by completely filling in the respective box (). When marking the sheet, serious stages of injury “push” the lesser stages down the Life Level track. For example, if a character suffers two levels of banal damage, the player marks the Bruised and Scratched boxes with a slash each (/), (/). Later, the character suffers a lethal level of damage. The player marks the Bruised box and pushes the other injuries down the track (X), (/), (/). Should the character then experience three incorporeal levels of damage, the Bruised, Scratched and Broken boxes are completely filled in, and the previous injuries are pushed even further down the track (), (), (), (X), (/), (/). Lesser injuries never push greater injuries down. Therefore, if a character with the following injury track (), (), (X), (/), (/) were to take another lethal point of damage, it would push the banal damage, but not the incorporeal damage, in turn looking like so: (), (), (X), (X), (/), (/).
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Character suffers two levels of banal damage.
Character suffers an additional lethal level of damage.
Character suffers three additional incorporeal levels of damage.
Life Level
Life Level
Life Level
Bruised Scratched -1 Broken -2 Maimed -3 Crippled -4 Immobile (S) Comatose (S) Dead
Bruised Scratched -1 Broken -2 Maimed -3 Crippled -4 Immobile (S) Comatose (S) Dead
Bruised Scratched -1 Broken -2 Maimed -3 Crippled -4 Immobile (S) Comatose (S) Dead
BANAL DAMAGE (/) Banal damage represents temporarily incapacitating injuries, inflicting most of its harm on the outer muscles and flesh. Recipients of a great deal of banal damage have quite a few bruises to show for their experience, but are usually up and about in no time. Banal damage is dealt by mortal Hand-to-Hand attacks. Characters armed with blunt melee weapons may also choose to inflict banal damage rather than lethal damage with each success-ful attack. LETHAL DAMAGE (X) Lethal damage is much more serious than banal damage, and is inflicted by melee weapons, firearms, most poisons and diseases, and the claws and fangs of wild creatures. Lethal damage is more traumatic and permanent than banal damage, requiring a much longer recuperation period. INCORPOREAL DAMAGE () Incorporeal damage is the most terrible form of injury possible, and it may only be dealt by agencies and powers beyond the knowledge of ordinary mortals. The claws and fangs of incarnate Demons cause incorporeal damage, as do the dark rites of Sorcery, and even certain divine powers of the Sentinels. Incorporeal damage is the most difficult form of damage to heal, since its effects are felt at the core of a being’s essence. Incorporeal damage always leaves a visible scar, which has become something of a status symbol amongst Sentinels, especially Gabrielites.
Healing Characters recovering from injury do so at a rate specific to their injury. Supernatural healing can speed up the process, as do advanced medical techniques. If a character rests for a period of time equal to that listed on the table below, his condition improves to the next best Life Level. For example: Father Lazarus was Maimed by a gang member wielding a knife, and must spend six weeks in relative peace and quiet (as he has suffered lethal damage) before his condition will improve to Broken. Three more weeks of recuperation, and his condition will improve to Scratched. After one more week of rest, Lazarus’ condition improves to Bruised. Only
one day of further rest will make him good as new: just over ten weeks of recuperation in total. Injuries are healed in progression as dictated by the Life Level chart: banal injuries (/) are always healed first, followed by lethal (X), then incorporeal (). This, of course, assumes that the injured character receives a reasonable degree of care and attention from someone with passable medical knowledge and avoids excitement and strenuous physical activity. Characters forced to take frequent physical action while recuperating still heal, but may suffer complications, including but not limited to infection, movement penalties, or permanent scarring and disfigurement. HEALING INCORPOREAL DAMAGE After recuperating for the required length of time, a character attempting to heal a level of incorporeal damage must also succeed in a roll using Soul versus DR 5. A success means the incorporeal damage is taken to the next best Life Level. Failure means that the character must recuperate for the full length of time once again before attempting another roll. Example: Joan Archer has been Scratched by the claws of a Demon. After spending a week taking it easy, Joan rolls Soul versus DR 5 and fails. Joan must recuperate for another week before attempting the roll again. MODERN MEDICAL CARE The medical technology of the New Millennium is impressive, capable of bringing back patients from the very edge of death (or ensuring that they survive in comatose state for years on end). However, hospital care is of limited value to Sentinels, as they live like fugitives, often bereft of official identification and monetary funds. Hospitals are highly organized places, and any Sentinel registered within one for any length of time runs the risk of unwelcome questions, exposure, and possible capture by the Legion. If necessary, however, the Prophet may assume that hospital care does not speed the recovery of an injured character, but will ensure that there are no complications along the way — no infections, no scarring, and a variety of physical therapies are available to keep a recovering character as fit and active as possible. Another more tangible benefit to Sentinels is the
Natural Healing LIFE LEVEL Bruised
BANAL DAMAGE 1 Hour
LETHAL DAMAGE 1 Day
INCORPOREAL DAMAGE 1 Day
Scratched
3 Hours
1 Week
1 Week
Broken
8 Hours
3 Weeks
3 Weeks
Maimed
12 Hours
6 Weeks
6 Weeks
Crippled
1 Day
3 Months
3 Months
Immobile
1 Day
6 Months
6 Months
Comatose
2 Days
6 Months
6 Months
Dead
Only a miracle can save this being
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availability of emergency personnel to stabilize critically injured characters. It is much more palatable for Sentinels to sneak injured comrades out of hospitals once the danger of immediate death is past than to leave them there for days or weeks on end. MENTAL STRESS AND SANITY Although Sentinels are chosen by their Archangels for strength of spirit and are also specially warned against the horrors they must see and face, characters may eventually encounter beings or situations too repulsive and fantastic for any human. They may also witness the devastating effect that the manifestation of a hellish being can have on the mind of a mortal. Some guidelines are presented here to give some direction in adding fear and horror to the game. For some, psychological horror and limitations enhance game play, while for others they only get in the way of action, adventure, and the battle against darkness. It’s a matter of style and preference, so be aware of whether such rules are in effect before the start of a Prophecy. When a Sentinel encounters a situation he finds disturbing, horrifying, or full of dread, the Prophet may ask for a Willpower roll versus a difficulty ranging from DR 5 (for a moderate shock) to DR 7 (for stomach-churning horror or distaste). If the character fails the roll, the Prophet may assign a circumstantial penalty of -1D to -3D to all actions for the remainder of the scene. Some examples of fear inducing situations: • A large number of supernatural entities • An extremely powerful supernatural entity, such as an incarnate Fallen • A grisly murder scene • A scene of torture or human abuse • An overt display of supernatural power • Extended or unusually violent combat without respite A character can remove the penalty by making a Faith + Praying/Meditation roll or a Willpower + Concentration roll, depending on how he wishes to overcome his fear. Actively forcing oneself to deal with such fear generally counts as an action.
PULLING AWAY THE CURTAIN Most ordinary mortals are much more fragile than Sentinels when exposed to the awful and the supernatural, which is why both the Legion and the Sentinels take pains to conceal their existence. An unprepared, every day human being witnessing a Demon without its concealing Guise usually suffers a complete neural and mental breakdown, first running away in fear, and then later experiencing selective amnesia, recurring nightmares, madness, and (in extreme cases) catatonia. Sentinels witnessing the unmasking of a creature of great infernal power naturally are disquieted, and may suffer some penalties due to fright or horror, but it is their lot in life to face such beings and deal with them in the end. Whether it is a curse or a kindness, Sentinels do not instinctively flee before the denizens of Hell, nor do their memories of such beings ever fade and slip away.
Weapons, Vehicles & Equipment “He that maketh haste to be rich shall not be innocent.” — Proverbs 28:20 The minds of human beings have brought forth an uncountable variety of inventions, machines, devices, and conceits. In the uncertain years of the New Millennium, Sentinels must not only master their own spiritual doubts and powers, but also the various technologies available to them — both deadly and genteel. This section provides an extensive selection of equipment for player and Prophet use, as well as guidelines on what such equipment can do and how it can be acquired.
Melee Weapons Melee weapons are used to strike opponents at close range, dealing lethal damage by blunt trauma, cutting, or impaling. Melee weapons have the following statistics:
Melee Weapons WEAPON Punch/Kick
DAMAGE Might (banal)
CONCEALABILITY NA
EXAMPLES Hook, Jab, Cross, Elbows, Roundhouse, Straight, Knee
Small Knife
Might +1D
P
Punch dagger, stiletto, switchblade
Medium Blade
Might +2D
J
Hand sickle, machete, sai or kama
Long Blade
Might +3D
LC
Rapier, saber, scimitar, katana
Two-Handed Blade
Might +5D
NA
Great axe, scythe, Scottish claymore
Polearm
Might +3D
NA
Halberd, spear
Small Bludgeon
Might +1D
P
Blackjack, brass knuckles, sap gloves
Medium Bludgeon
Might +2D
J
Police baton, tonfa, escrima stick
Large Bludgeon
Might +4D
LC
Baseball bat, warhammer, large mallet
Stave
Might +3D
NA
Quarterstaff, pool cue
Chained
Might +2D
J
Improvised Bludgeon Might +2D
Steel chain, nunchaku, flail
NA
Brick, rock, broken cinder block
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DAMAGE Melee weapons add bonus damage dice to a wielder’s Might. Melee weapons cause lethal damage, however, the attacker may choose to deal banal damage instead at any time.
RANGE BANDS Each weapon has four listed “range bands:” point-blank (PB), short (S), medium (M), and long (L). The distance listed (in meters) gives the maximum extent of that range band.
CONCEALABILITY Another important consideration for a character armed with a weapon is how easily he may hide it on his person. There are four classes of concealability, and each provides a loose idea of what a character may (and may not) wear if he wishes to keep his weapon out of sight:
MODES OF FIRE Each weapon has one or more listed modes of fire. If multiple modes of fire are listed, the weapon is equipped with a selector switch to change modes as a free action.
P
Pocket: The weapon may fit discreetly in a trouser pocket or under light clothing.
J
Jacket: The weapon may be concealed beneath a waist-length jacket.
LC
Long Coat: The weapon may be concealed beneath a heavy, ankle-length coat.
NA
Not Applicable: The weapon may not be concealed on a human being.
Firearms Many of the nuances and complications of firearms combat have already been discussed earlier. Firearms are grouped into several categories based on weapon type and the caliber of ammunition. Like melee weapons, firearms have a variety of traits and statistics:
AMMO The Ammo column lists how many rounds of ammunition the weapon contains when fully loaded. It is possible to find heavier magazines for military-issue rifles, although they are not very common in the civilian or black market. DAMAGE A firearm’s damage factor is the amount of automatic damage done to the target on a successful hit. Firearm damage does not have a D listed beside it’s damage rating, because there is no need to roll. However, target’s still get resistance rolls versus such damage. Firearm damage may be enhanced if the shooter gains a precision bonus. Note that melee weapons do not have automatic damage. An important distinction in the lethality of firearms compared to other forms of attacks. CONCEALABILITY As detailed above, certain weapons can be concealed under
Firearm RANGE (PB/S/M/L) 1/10/25/50
MODES SA
AMMO 8
DAMAGE 2
CONCEALABILITY P
Medium Handgun (9mm)
1/10/25/50
SA
16
3
J
Large Handgun (.45)
1/10/25/50
SA
7
4
J
Massive Handgun (.44)
1/10/25/50
SA
8
5
LC
Small Submachine gun (.32)
1/15/30/60
SA/FA
20
2
J
All
30
3
LC
1/15/30/60
SA/FA
30
4
LC
WEAPON Small Handgun (.22)
Medium Submachine gun (9mm) 2/25/50/100 Large Submachine gun (.45) Military Assault Rifle (7.62)
2/100/200/400
SA/FA
30
4
NA
Standard Assault Rifle (5.56)
2/100/200/400
All
25
4
NA
Sniper Rifle (7.62)
2/200/400/600
SS/SA
10
4
NA
2/15/30/60
SA
9
5
NA/LC (Sawed-off)
Shotgun (18.5 spray) Shotgun (18.5 slug)
2/20/40/80
SA
9
5
NA/LC (Sawed-off)
2/200/400/600
SA/FA
30 (or ammo belt)
6
NA
Short Bow
1/15/30/60
SS*
1
2
NA
Long Bow
2/25/50/100
SS*
1
3
NA
Small Crossbow
2/25/50/100
SS*
1
3
LC
Large Crossbow
1/30/60/120
SS*
1
4
NA
Composite Bow
1/30/60/120
SS*
1
4
NA
Heavy Machine gun (.50)
* Reloading a bow of any type requires a complete action between shots
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different types of clothes. The Prophet should note that some weapons (such as shotguns) can be shortened by cutting off portions of the stock and the barrel. Customizing a weapon in this manner is illegal in most countries.
counter deals, but experimenting with the temperament of unknown firearms dealers is rarely advisable. The Street Smarts Proficiency is a character’s best guide through these murky waters.
LEGALLY ACQUIRING AND TRANSPORTING FIREARMS In the industrialized nations of the New Millennium, a great many conflicting and overlapping laws cover the purchase and possession of firearms. Conversely, in developing nations, heavy firepower may be seen on every street corner, even if most of it is in the possession of paranoid regimes and warring factions.
• A flourishing black market for firearms exists in the United States, provided characters can make contact with people who are involved. Unlawful firearms dealers tend to engage in many other flavors of crime as well, and as a result are twitchy, suspicious, and generally unsociable. Characters dabbling in the black market also need to beware of shoddy merchandise and stings by legal authorities. • Desperate or foolish characters may always attempt to steal firearms. Law enforcement officers may be counted on to have handguns, rifles, and shotguns close at hand, though they will be extremely upset with anyone attempting to part them from their weapons. Private firearms dealers are notorious for the depth of their security precautions and the ferocity of their personal response to intrusion. A plan to steal firearms is always a ticket to adventure, and that adventure is usually a short and unhappy one. • Within the borders of developing countries, arms dealers and smugglers may have large quantities of weapons for sale at relatively cheap prices. Military surplus goods, especially those manufactured by the former Soviet Union and its satellite nations, are exceedingly common in such situations. In fact, the former republics of the Soviet Union are awash in cheap, readily available military hardware left over from the Cold War.
• In the United States, civilian rifles and shotguns may be purchased over the counter at most firearms dealerships and large sporting goods stores, provided the buyer is an adult with valid local and national forms of ID. • Legally purchasing handguns in the United States is more complicated, requiring a series of background checks as well as a variable waiting period, ranging from several days to several weeks. • Transporting firearms across state lines, shipping firearms by mail, and carrying a concealed firearm are all illegal in the United States without special permits or dispensation. Regional attitudes toward firearms and concealed carry laws vary greatly. Licensed firearms dealers may, under most circumstances, prepare and ship firearms to other licensed firearms dealers, but not to private addresses. • Most European and Commonwealth countries allow citizens to own and use firearms, although the right to concealed carry is extremely rare. Numerical limits on firearm ownership are enforced in many European countries. Some nations (such as the United Kingdom) also closely scrutinize a claimant’s reason for purchasing a firearm, and may require firearm owners to belong to a registered gun club. Member nations of the European Union issue a document called the European Firearms Pass to all lawful firearm users, who are generally required to keep the pass on them when firing their guns. • Firearms may not be transported across international borders in most cases, unless characters are willing to engage in smuggling or bribery, both of which hardly qualify as legal. Bringing a firearm to an airport is a bad idea, no matter what the excuse. No prices are listed for firearms because costs vary greatly from region to region. An AK-47 automatic rifle may sell for more than a thousand dollars as a collector’s piece in the United States, yet an identical weapon might be worth no more than one hundred dollars in a dusty bazaar in the middle of a war-torn country. The Prophet should keep in mind that firearms are more expensive in the industrialized world, often in a manner disproportionate to their actual effectiveness. The prices of so-called assault weapons and firearms that have a military origin (or even a military appearance) are particularly inflated. ILLEGALLY ACQUIRING AND TRANSPORTING FIREARMS Of course, there are always a variety of options available to those with the audacity, connections, and finances necessary for operating outside the bounds of the law. Even legitimate dealers and suppliers of firearms may be willing to engage in under the
FIREARM ACCESSORIES The following are some fairly common and useful modifications found on firearms. Government and police agencies generally equip their agents and enforcers with these devices. Private citizens must modify their weapons themselves, or engage the services of a qualified weapons dealer or enthusiast. Most of these devices are also commonly available in mail-order catalogs. • Laser Sight: A laser sight projects a thin red beam of focused light which becomes visible to the wielder of a firearm as a small red dot indicating where his shot will go. At distances of 15 meters or less, a laser sight adds a +1D to the use of a firearm. • Tactical Light: A tactical light is an extremely compact flashlight fitted over or under the barrel of a firearm. It may be triggered at will by the wielder of the weapon to provide illumination in a forward arc. This negates negative “lighting modifiers” for the range of the light, which varies from 5 to 15 meters. • Flash Suppressor: A flash suppressor is a device fitting onto the end of a barrel which prevents the muzzle flash of a firearm from glaring in the eyes of the shooter, which can distract or blind an unprepared individual, especially in conditions of low-light or darkness • Bipod: A bipod may be attached to a rifle, allowing it to be braced against a stable surface to steady it while firing. A bipod grants +1D die whenever a firearm so equipped is properly fired. A bipod provides no benefit whatsoever if the weapon is not braced against a surface. • Silencer: A removable silencer suppresses the noise of a discharged firearm, often reducing it to nothing louder than the sound of a belt buckle. When a weapon is equipped with a silencer, its range bands, beyond point-blank, are halved. Silencers are illegal for private citizens almost everywhere in the industrialized world.
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Body Armor AGILITY PENALTY 0
ARMOR Leather Garment
VS. BANAL +1D
VS. LETHAL useless
Kevlar Shirt
+1D
+1D (Munitions)
0
Ballistic Vest
+1D
+2D (Munitions)
-1
Flak Jacket
+2D
+3D (Munitions)
-2
Archaic Armor
+3D
+3D (Melee)
-4
• Recoil Compensation: A variety of recoil compensation systems are available for firearms. Any weapon so customized has its penalty for firing in full automatic mode decreased to -1D.
Body Armor Armor adds a bonus to the character’s resistance rolls versus damage. The amount of protection the body armor provides varies depending on the type of damage that is inflicted upon the character. The bulk of body armor while worn can also affect the character’s movement and reflexes. A penalty is added to the character’s Agility when armor proves to be encumbering. Regardless of the modifier, an armored character’s Agility is never reduced to less than 1. As with firearms, armor can be expensive and difficult to acquire.
Vehicles The following table provides the basic traits and American costs of a fairly wide selection of generic vehicles. Most of the vehicle prices listed are for factory-new machines in excellent condition. The price of used or damaged vehicles usually declines substantially, however, the Prophet should remain aware that the market for rare vehicles such as private jets is so small (and the vehicles are so well-maintained) that their prices maintain high value. Each vehicle’s statistics block lists the number of passengers it may carry (or a suitable range of passenger capacities), the speed ratings, the average price, and the handling modifier. A handling modifier is added or subtracted from any dice rolls made to maneuver the vehicle. CHASES AND ESCAPES Characters who wish to outrun a pursuing vehicle roll Agility + Vehicles + Handling in an extended opposed roll versus DR 4. Once 10 or more successes are accumulated above their opponent’s, the characters escape. An escaping vehicle must match or exceed the chasing vehicle’s speed, which is declared at the beginning of each phase. For every 10 MPH above the vehicle's Reckless Speed, the driver applies a -1D penalty to his die pool. Vehicles may not go beyond their Maximum Speed. Drivers who fail a roll in the chase crash the vehicle if their speed is beyond Secure. The vehicle gains a Life Level equivalent of damage for every 10 MPH above 30 MPH that it was traveling at the time of the crash. Each point of damage up to Comatose applies the following penalty (-10 MPH/-1D handling penalty) until repaired. Vehicles at the Comatose Life Level are no longer operable, and will crash or stall, and at the Dead Life Level the vehicle is a complete wreck. There is a 1 in 6 chance that the vehicle bursts into flames at Dead Life Level. Drivers and passengers in a crash suffer 1D of banal damage per 10 MPH at the time of the crash. If the vehicle was traveling at Reckless Speed, the damage sustained is lethal. ATTACKING AND RAMMING Characters avoid attacks, whether from, melee weapons, firearms or a ramming vehicle with Agility + Vehicles as their defense roll. One driver may ram another with their vehicle by succeeding in a Might + Vehicles roll versus DR 5. If the targeted vehicle's driver fails to avoid the impact, a resistance roll of Might + Vehicles is made against the attacker’s successes. Failure to negate the successes results in a crash. Precision bonuses still apply.
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Vehicles, Clothing & Equipment VEHICLE Off-Road Motorbike Classic “Hog” Motorcycle “Crotch Rocket” Sportbike Beat-Up “P.O.S.” Used Car Four-door Midrange Sedan Four-door Luxury Sedan Luxury Sports Car Pickup or Utility Vehicle Rented Moving Van (Outboard) Motor Boat Luxury Motor Boat Aluminum Canoe Light Private Aircraft Multi-Engine Private Jet
PASSENGERS 1 2 1 5 5 5 2-4 3-8 3 6 6 3 3 12
CLOTHING Denim Jeans Cheap T-Shirt Sweater or Turtleneck Leather Jacket Wool Overcoat Rack-bought Suit Tailored Business Suit Designer Dress Spring or Summer Dress Army Surplus Boots Leather Dress Shoes Fashionable Pumps Athletic Shoes Canvas-top Sneakers
SECURE 65 MPH 75 MPH 90 MPH 65 MPH 65 MPH 70 MPH 95 MPH 65 MPH 65 MPH 25 MPH 32 MPH 1 MPH 85 MPH 300 MPH $40 $10 $45 $200 $130 $250 $250 $500 $80 $50 $60 $60 $80 $25
TECHNOLOGICAL DEVICES/SERVICES International Calling Card Cellular Phone Monthly Cellular Service Pager Laptop Computer Cheap Home Computer Average Home Computer Excellent Home Computer CB Radio for Vehicle Walkie-Talkies (2) Bead Mikes and Earplugs (2) Police Band Scanner Digital Camera Quality 35mm Camera Disposable Camera Compact VHS Camcorder Magnetic Tapes (3) Hand-held Audio Recorder
$20 $125 $50 $60 $1,200 $500 $1,200 $4,500 $100 $80 $45 $200 $400 $450 $15 $100 $10 $60
LODGING Roadside Motel (per night) Average Hotel (per night) Good Hotel (per night) Great Hotel (per night) Studio Apartment (per month) Large Apartment (per month) Penthouse Suite (per month)
$30 $60 $150 $350 $450 $900 $3,500
RECKLESS 90 MPH 110 MPH 135 MPH 75 MPH 90 MPH 100 MPH 110 MPH 90 MPH 75 MPH 35 MPH 40 MPH 2 MPH 100 MPH 450 MPH
MAXIMUM 110 MPH 145 MPH 180 MPH 90 MPH 100 MPH 120 MPH 135 MPH 100 MPH 85 MPH 40 MPH 46 MPH 3 MPH 140 MPH 565 MPH
HANDLING +1D – – -1D – +1D +1D – -1D – – – +1D +1D
SPECIAL PURPOSE CLOTHING Velour Jogging Suit Thermal Underwear Balaclava (Ski Mask) Arctic Overcoat Camouflage Outfit Motorcycle Crash Helmet Police Surplus Ballistic Vest Multi-pocket Cargo Vest Hooded Parka Military Gas Mask Tyvek Work Overall Fashionable Sunglasses Ski or Sand Goggles Leather or Nomex Gloves HANDY EQUIPMENT Emergency Glowstick Heavy Flashlight Universal Tactical Light (Firearm) Removable Bipod (Firearm) Laser Sight (Firearm) Detachable Silencer (Firearm) Side-Handle Baton Hand-Held Mace Dispenser Collapsible Tactical Baton Lock Pick Set Steel Handcuffs Hand-held Metal Detector Electronic Bug Detector Tactical Pistol Belt Tactical Shoulder Harness Reinforced Equipment Case Night-Vision Monocular Binoculars Portable Fire Extinguisher EMT Shears Chemical Ice Pack Make-up/Disguise Kit Firearm Maintenance Kit Small Nylon Tent Rope (20 yards) Sleeping Bag Insulated Sleeping Bag First-Aid Kit
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PRICE $4,500 $22,000 $20,000 $600 $20,000 $55,000 $60,000 $30,000 $40/day $8,500 $100,000 $1,000 $45,000 $15,000,000 $70 $15 $5 $250 $125 $100 $400 $30 $150 $150 $15 $70 $12 $50 $1 $40 $145 $65 $200 $150 $17 $15 $60 $60 $35 $150 $150 $15 $25 $150 $2,200 $50 $20 $5 $3 $100 $30 $75 $5 $30 $100 $30
Clothing and Equipment The previous chart lists a wide variety of products and services that Sentinels might find useful over the course of a Crusade. All prices are given in American dollars.
Free Will Experience is represented by Free Will. These are points awarded to characters at the end of a Chapter for various reasons. Free Will is spent to improve traits and abilities, in turn allowing the characters to better themselves as they explore the world of The Seventh Seal. FREE WILL AWARDS 1 Automatic Playing in the game session. 1-2 Roleplaying
Staying in character, believable portrayal, and pure entertainment value.
1-2 Danger
Survived direct encounters with danger and overcame challenging obstacles with the forces of the Legion.
1
Goals
Successfully investigated the story and succeeded at achieving noteworthy goals.
1
Bonus
The Prophet may reward one or more players with an additional point if their characters conceived of an especially bold, clever, audacious, or entertaining plan.
Players can spend their Free Will points according to the costs listed below to raise Aspects, Proficiencies, and other traits on the character sheet. When spending Free Will, each trait can only be increased by one point per Chapter (each session). For example, a Proficiency that is at level 2 can be increased to level 3, but not to level 4. The player must wait until the end of the next Chapter before raising the Proficiency again.
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Judge, arbitrator, foreteller of the future, advocate, and antagonist — the Prophet is the heart of The Seventh Seal, and his job is delicate, complicated, and demanding. While each player controls a single Sentinel, the Prophet must supply the fictional world of the New Millennium. Every Prophetic Revelation, every non-player character, every challenge, every mystery, and every reward faced by the players must be drawn from the Prophet’s wellspring of skill and imagination. This chapter is meant to give the Prophet the tools he needs to present The Seventh Seal as an exciting, memorable, and fun roleplaying experience for everyone involved . . . himself included.
The Role of the Prophet “The Lord thy God will raise up unto thee a Prophet from the midst of thee, of thy brethren, like unto me; unto him ye shall hearken.” — Deuteronomy 18:15 The Prophet is the axis upon which a game of The Seventh Seal turns. Generally speaking, participating in a game as a Prophet will require more work, study, dedication, and responsibility than participating as a player. Although this heavier burden of effort can sometimes be frustrating, successfully juggling the necessary responsibilities can prove immensely entertaining and satisfying. Indeed, once some game participants trade the responsibilities of a player for the responsibilities of the Prophet, they grow accustomed to the thrill of “being in charge” and don’t want to go back. The Prophet, like a stage magician, sets each scene, opening and closing the curtain on a world of dangerous revelations.
Interpreter and Judge “Judge righteously between every man and his brother, and the stranger that is with him.” — Deuteronomy 1:16 One of the principal duties of a Prophet is to translate the guidelines provided in this book into a series of interactive situations to be experienced by the players. The Prophet interprets player-initiated actions by using the rules, coupled with his own artistic and emotional judgment. It is imperative that the Prophet have good working knowledge of the game’s rules and guidelines, or at the very least a good idea on where to find a ruling in case of dispute or confusion. Nothing in The Seventh Seal can function properly without the Prophet. While dice are rolled to decide the outcome of player actions, the Prophet sets the DR for each roll and decides what each set of results means. The Prophet turns arguments and questions into concrete rulings and results. When the guidelines don’t appear to cover a certain course of action taken by the players (as human imagination will inevitably outpace even the most complete collection of charts and tables), it is the Prophet’s responsibility to make rulings and educated guesses on the fly. Unlike a wargame or a board game, the rules in The Seventh Seal are not meant to apply equally to all sides in a dispute, nor are they to be sacrosanct and free from alteration. At the Prophet’s discretion, rules may be modified or dropped altogether, although it is only fair and polite to warn the players of such changes (and discuss such things ahead of time). The Prophet’s authority over game situations is absolute and unconditional. This authority is, of course, tempered by the need to be fair and properly impartial. Arbitrary modifications are not well taken by others, since a game of The Seventh Seal requires cooperation and understanding as well. Impartial, for our purposes, does not mean unemotional and detached, but informed and reasonable. The Prophet must be neither too easy on the players nor too antagonistic to their plans
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whispers, growls, mumbling, and other verbal inflections. Modifying voice in situations where it is deemed appropriate can prove both entertaining and engaging as the Prophet portrays the world.
and actions. Allowing players no success at all is as demoralizing as handing them success on a silver platter. The golden rule of participation in The Seventh Seal is that everyone involved, Prophet and players alike, should be involved in the game to have fun in good faith and ongoing friendship.
VISUAL REFERENCES The Prophet may find it necessary to spend time going over magazines, newspapers, and other publications, looking for images or photographs that can be used to illustrate important or recurring NPCs. Such images can easily be laminated or glued to a sturdy card stock, and then placed before the Prophet whenever that NPC is involved in a scene. Not only does this give players a quick visual cue when dealing with NPCs, it also frees the Prophet from having to describe each visual characteristic of the NPC, and allows him to provide more non-visual traits. A character’s mannerisms, movement patterns, nervous tics, and bodily smell (natural or perfumed) are just as important to full and memorable portrayals as visual descriptions.
Man of a Thousand Faces “As the sand that is by the sea for multitude.” — II Samuel 17:11 While each player takes on the role of a single character, the Prophet must take on the role of everyone (and everything) else involved in the game. This means that the voice and actions of every non-player character (NPC), from important contacts and allies to random people encountered in the street, must come from the Prophet. Depending on the complexity of the game, several dozen changes of face per Chapter is not out of the question. Though this may seem like quite a responsibility, it can also be a source of undiluted fun for the Prophet. While the players are focused to develop a single persona in a single frame of reference, the Prophet is free to wear as many masks as he sees fit, juggling roles to suit his mood as well as the game’s situation. There are many tools available to the Prophet for making each NPC distinct, some of which are included below. However, being a Prophet of legend takes practice and experience, so starting slowly and building up a repertoire of different techniques and styles over each chapter will accelerate the enjoyment of all.
TRADEMARKS One of the most entertaining ways to characterize a NPC is to give him one or more signature quirks, fashions, or modes of behavior. For example, an assassin tracking the Sentinels might leave a calling card for them to find when they discover the bodies of his victims, be it an Ace of Spades, a dried rose, a black pearl, or anything similarly melodramatic. A NPC contact might always dress in varying shades of a single color, or always be seen eating something, or have a taste for flashy cars that never fails to herald his appearance. Players will soon learn to associate that the presence of the trademark heralds the NPC’s approach, a subtle touch that can lead to some very interesting (and often suspenseful) scenes.
VOCALIZATION While it isn’t necessary to give each NPC a full-blown national or regional accent (which can in fact be quite distracting if done improperly), varying the speed, tone, and manner of each NPC’s patterns of speech can create a memorable difference between them. An incarnate Demon, for example, might speak in a self-consciously overblown style, with occasional lapses into Shakespearean archaisms or unflattering vulgarity. A street hood might speak in chopped, grammatically incorrect phrases, heavy on slang and sarcasm. A scholar might think for small pauses before uttering a few well-placed observations in conversation that strike of wisdom and perhaps a little touch of condescension. The Prophet should also make use of varied volumes, ranging from
Director of the Ongoing Story “He shall open, and none shall shut; and he shall shut, and none shall open.” — Isaiah 22:22 Although an ongoing game of The Seventh Seal often forms a coherent story, the nature of the roleplaying medium makes the structure of that story quite unique. Ideally, The Seventh Seal is a collaboration between the players and the Prophet, and never a one-sided monopoly of ideas and actions. The Prophet must remember to mix
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in at least some game elements in with the roleplaying, which means that player decisions and character actions should have a reasonable chance of changing the course of events. In order to feel fulfilled, roleplayers need to be able to see their successes and their mistakes become an integral fabric of the Crusade. Three things that a Prophet should keep in mind at all times: • Avoid “just because” as an excuse for denying players a certain course of action: If the players seem intent on breaking away from the Prophet’s story outline, or on pursuing a course of action that will take them in the opposite direction of the Prophet’s anticipated plot line, the Prophet should remember that there is always a way to contrive a legitimate, in-game reason to keep them on track. If the players want their characters to leave a vital location too early, throw a vehicle breakdown or theft in their way. If they abandon a search too soon, improvise a strange incident that will catch their attention and let them know they’re on the right track. If a player is pursuing an utterly foolish or actively disruptive course of action (such as shooting other characters out of spite or recklessness), the Prophet should not hesitate to restrain such behavior if it is negatively impacting the game, but this should always be done openly and politely. The Prophet should avoid responding with “because I say so” or “because I don’t want you to” when players ask why their characters cannot do something that seems, to them, physically possible and sensible within the game. Even if the Prophet wishes players to be pawns to a larger picture, it is necessary to preserve the illusion of player control. When done tactfully and with the best interest of the game at heart, such techniques can enhance the prophetic themes of the game and give players a sense of belonging to a grand and divine order. When done foolishly and with a desire to control others, it can ruin a game and affect friendships. If players are set on taking actions that do not fall into the story, then improvisation can lead the game back to its intended course much better than heavy-handed tactics. At the very least, the players will realize they have strayed from the adventure and look towards getting back on the right track by their own free will. • Players are inevitably going to see things differently than the Prophet: If the Prophet is growing increasingly frustrated because the players continually fail to pick up on his clues, hints, or challenges, he should reconsider his methods before he breaks down and halts the game in irritation. After all, the fault might not lie with the players at all. Discovering what players will and will not respond to requires a process of experimentation, a give-and-take over the course of a few Chapters before things begin to sort themselves out. Prophets should remain especially calm at the beginning of a new Crusade. Roleplaying is a very complex form of intellectual and emotional entertainment — half art and half science — and even veteran game coordinators can’t expect a perfect fusion of intention and outcome from the very first roll of the dice. • Do not expect the game to flow smoothly from one planned scene to the next: The pesky thing about players, of course, is that free will, cleverness, and the luck of the dice all mean that they will occasionally take a course of action that the Prophet is not prepared for. The most important thing that the Prophet can do in such situations is not panic. For example, the Prophet might place an incredibly powerful antagonist (like a Demon) in the path of the characters, thinking the antagonist
impossible to overcome. What happens when a climactic battle against overwhelming odds ends in a few short action phases because the players achieve phenomenally lucky dice rolls or take some fluke action that unravels the plot and conflict? What happens when the characters refuse to meet with a vital informant, or miss a critical clue? The answer is simple: Something Else. There is never any need for the Prophet to get frustrated, halt the game, or lose track of events because the players don’t follow the line from point A to point B without deviation. In some cases, it might just be a matter of time before the players realize that they have skipped or missed something, and thus need to retrace their steps. In other cases, the Prophet should simply try to improvise something that will take the characters back in the direction he desires. For example, if the characters miss one informant or avoid a party of assassins, what’s to stop another informant or party of assassins from showing up? What’s to prevent the same characters from appearing at a different location? The Prophet should always remember that his story line is malleable. After all, just because the Prophet has a single intended conflict or encounter at the end of his narrative doesn’t mean that there aren’t a hundred possible ways of getting the characters to it on time. In most cases, the players are unaware of future story based events, so adjusting the order or changing the specifics has no negative impact. As far as the players are concerned, it was “supposed” to happen that way!
Confidante and Assistant “A talebearer revealeth secrets: but he that is of a faithful spirit concealeth the matter.” — Proverbs 11:13 Remember the golden rule: one of the most important elements a Seventh Seal game must have is a sense of trust between the players and their Prophet. Neither side is really out “to get” or “beat” the other at the game. Although the Prophet places obstacles in the way of the players and the players do their best to avoid, deceive, subvert, or destroy these obstacles, everyone sitting around a gaming table is sitting there for the same reason. When one participant in a game holds power over the actions of others, and abuses that responsibility, it can ruin the game for everyone involved. Good faith between the players and the Prophet is a necessary prerequisite to an enjoyable experience. Could anyone imagine playing a pleasant game of baseball with an umpire who called players out for no reason, changed the rules without warning, or removed players from the field on a whim? Players must be ready and able to trust the Prophet with anything related to the game, be it a secret plan, a character’s private feelings, or a question concerning the rules. The Prophet, after all, is expected to be impartial and reasonable in all of his decisions, and the more he knows about what his players and their characters are thinking, the fairer his decision making process. The Prophet should also consider it his duty to teach his players more and more about the rules as the Crusade unfolds. Every bit of knowledge he shares with them increases the speed of the game when the rules are applied, and makes the players more comfortable with the situations and limitations their characters face. Prophets have a lot on their plate, so if the players are even moderately versed in the rules, then it eases the Prophet’s burden and allows him to focus on other areas, such as telling the story.
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Challenger and Antagonist “Come, let us see one another in the face.” — II Chronicles 25:17 It is also the Prophet’s job to give the players a reason to bite their nails in suspense as the scenes and Chapters unfold. The Prophet is responsible for providing memorable villains, deadly dangers, disturbing horrors, mind-bending puzzles, and devastating revelations to keep the players coming back time and time again, eager to get their dice in hand and face the dark forces of the Legion. By constructing reasonable challenges on an ascending scale of difficulty, the Prophet can not only keep the players excited and hooked on the unfolding Crusade, he can steadily train them to be more astute and efficient players. Just as characters steadily acquire Free Will through experience to improve their ability ratings, players can become more intuitive, thorough, adept, and sensitive toward the needs of each unfolding story. As the characters grow, so too do the players; and with that growth, the Prophet can increase the complexity of his game and delve into areas that were once too daunting for his players.
How to Build a Crusade SETTING “She that was great among nations, and princess among the provinces, how is she become tributary!” — Lamentations 1:1 The first thing a Prophet must consider is the setting, a time and place to serve as a backdrop to the unfolding story. Although the default setting is the stylized New Millennium during the Time of Uncertainty, there are several other options suggested below and a wide range of settings that can be extrapolated from those ideas. Integrating player characters with the setting can be a tricky business. Some Prophets might wish to describe the setting first and then ask the players to create appropriate characters, while others might prefer to let the players dictate their ideal characters and then design a setting to match. Settings and characters can even be designed simultaneously, using a give-and-take negotiation process.
The settings offered in this chapter are “macro-settings,” that is, broad glimpses of a world and an age. Each Crusade will also require one or more “micro-settings,” specific locations where important events will take place. For example, a Crusade might be set in the Time of Uncertainty (page 151), and the action might shuttle back and forth mainly between New York City, Chicago, and Detroit. Or a Crusade could be set in the Time of the Sword (page 152), in a small community of shocked and desperate survivors in the parched deserts of Mexico and the American Southwest. A Prophet constructing a Crusade might find it helpful to make a list of specific places he wants the story to lead, so he can then construct a plot that will eventually string them all together. PLOT “Shall the shadow go forward ten degrees, or go back?” — II Kings 20:9 Once a Prophet has established a setting for his Crusade, the next step is to construct a plot that will string together all the places and events that he wishes to use. An excellent, built-in starting point begins with taking the Sentinels from their separate Anointings and leading them to their first meeting as a Tsaba. From there, a shared Prophetic Revelation can tie-in elements of the future plot line, as well as the characters’ personal histories. Inevitably, they will go from revelation to revelation, and finally to the ultimate conclusion of the storyline. A Crusade can last for months or even years of playing time, and cover the passage of decades for the characters within the story! As previously mentioned, The Seventh Seal utilizes a unique way to design Crusades and get the players involved in tightly woven plots — Prophetic Revelations. Indeed, this tool for crafting Crusades is the very foundation with which all of the Prophet’s games should be built upon. In essence, A Prophetic Revelation is a divined or supernatural prediction that exposes a striking disclosure. It is only through these Prophetic Revelations that Sentinels can successfully combat the Legion and halt the wrath of God. Since this concept is crucial to the game, it has been explained in more detail below, as well as in Chapter 4, under Prophetic Revelations. FURTHER DEVELOPMENT A Seventh Seal Crusade is further subdivided into Prophecies and Chapters. Prophecies are the heart of the ongoing
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plot, the building blocks that form the big picture. Each Prophecy begins with a single critical and dramatic Prophetic Revelation, which ideally will be investigated over the course of several Chapters. The structure of a Prophecy can be defined by four simple and vital elements: a Visitation, a Disclosure, an Intervention, and the Aftermath. In other words, to reduce each Prophecy down to its simplest components, the Sentinels receive a Prophetic Revelation that sets them on a path, they hunt for clues and information, they attempt to prevent the forces of the Legion from doing something, and they deal with the consequences of their actions and experiences. • Visitation: The initial discovery of a Prophetic Revelation consists of a Visitation. The character’s Archangel delivers a Prophetic Revelation to the Sentinel, either directly or (more commonly) indirectly, which he interprets based on his intuition. A Prophetic Revelation prepares the Sentinel for the events of the near future, warning him about a danger he must face or a plot he must unravel. The Visitation can also be supported or foregone by other revelations or seemingly mundane interruptions on normal life, such as an assassination attempt, or a letter from a long-lost friend in great need. Sentinels learn to realize that there is no such thing as coincidence and small signs often are really visitations taking form. • Disclosure: Disclosure is a process rather than a single event. After the Sentinel has been warned of the coming conflict and given some ideas on how to set them right, the course of the investigation will be up to his own abilities and inclinations. During this time, the Prophet should provide more clues and obstacles, twisting the facts and the story line as necessary, leading the characters from question to question, keeping them off-balance and faced with a variety of subplots and personal challenges. The cryptic clues and mysterious elements of the Prophetic Revelations tend to reveal themselves during the Disclosure, and realization and understanding start to settle in. The Prophet can be either subtle or overt in his displays of revelations taking place in the game, and a nice mix of both techniques will strike a balance appreciated by the players. • Intervention: The Intervention is the climax of a Prophecy. Sooner or later, the Sentinels are going to discover who or what lies at the root of their troubles, and they are going to make plans to confront it. At this point in the story, most of the mysteries and doubts are behind them, and it is time for the Sentinels to either fulfill a holy mission or fail in the attempt. At the height of the Intervention, the story should be at its most demanding, dangerous, and dramatic. The Intervention is a crucible for the Sentinels, a test of strength, will, and faith that they must overcome . . . or die trying. • Aftermath: The denouement from a climax is just as important to the story. During the Aftermath, the Sentinels face the results and consequences of their Intervention. If they were successful, they will have a brief respite from the dangers of their lives, a chance to mend wounds, rest, reflect on their experiences, and strengthen personal bonds with one another. If the climactic battle of an Intervention results in a defeat for the Sentinels, the Aftermath will be much different. Friends and allies may have been lost, the Legion may have increased its power, and the Day of Judgment may loom closer upon the horizon. The Sentinels might even be forced to flee for their lives, losing valuable time and resources, as they struggle to regain solid footing before once again taking up the mantle as saviors of humanity.
SUPPORTING CAST “I am a brother to dragons and a companion to owls.” — Job 30:29 Finally, a Prophet with an exciting setting and a viable plot is going to need a number of NPCs to complete his Crusade. Some are going to be more important than others, and thus require quite a bit of development. Like favorite characters in books or films, recurring NPCs should stir emotions in the players every time they appear in the story. Allies should create feelings of loyalty and emotional attachment, while villains should be worthy of enmity and frustration, creating feelings of danger, apprehension, and loathing whenever they appear.
Other Useful Tools for the Prophet THE SITUATIONAL ROLL Sometimes a game situation might depend entirely upon fate or chance, and either the Prophet or the players might find it rewarding to let fate decide. For example, is it raining in a certain scene? Is the guard on the door right-handed or left-handed? Will the mail be delivered on time? Will a mugger be armed with a knife or a blackjack? A single die can be used to answer any “yes or no” questions: an even roll (2, 4, 6) means yes, and an odd roll (1, 3, 5) means no.
Religion and Truth “Give ye ear, and hear my voice; hearken, and hear my speech.” — Isaiah 28:23 It has already been mentioned that The Seventh Seal is firmly based on Judeo-Christian doctrine and mythology, and that it can be taken in a variety of directions to suit differing interpretations of that body of beliefs. Of course, the game rules and situations presented here all require a baseline presumption, a bare minimum of doctrine that is presumed to be more or less true within the confines of the game’s fictional world. In addition, a brief historical reference to John and the Book of Revelation has been included, so that a correlation can be made between the “true history” of John and Revelation, and how the book and the author are presented in the game. Disclaimer: The following is presented for the setting of The Seventh Seal, and holds no real world agenda or evangelistic opinion.
John the Divine “To my dear friend Gaius, whom I love in the truth.” — III John 1:1 With little doubt, the Book of Revelation is the most misunderstood of all the books in the Bible, and rightfully so. With its mysterious and enigmatic writing, images of cosmic warfare, grotesque beasts, and unexplained symbolism, Revelation leaves many readers at a loss as to how to ascertain the meaning of John’s cryptic message. The Seventh Seal is the last of seven prophesies
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documented in John’s writings. Also known as the Apocalypse of John, the Book of Revelation would be adopted by the Christians to be the last book of the Bible’s New Testament. It proclaims the final victory of God over the forces of Satan at the end of mortal history. Originally thought to be scribed by John, one of Jesus’ Apostles, many scholars now believe this to be false. Unlike most apocalyptic writings, Revelation is not pseudonymous. Its presumed author, John, chose to write under his own name. Contrary to popular belief, the Book of Revelation was not penned by John, Christ’s disciple. Scholars now widely accept the theory that the book was written by a holy man and prophet during the reign of Domitian circa 95 AD. Admittedly, not much is known about John, although scholars have managed to piece together something of a biography based on chapters and verses within the Book of Revelation itself. John was a wellrespected Christian leader, a prophet among the churches in Asia Minor. His words carried great authority and, like those prophets before him, expected his warnings to be heeded and understood. John never calls himself an apostle; in fact, his reference to Christ’s disciples implies that he was not included among them.
Antichrist so terrible that his very appearance is incomprehensible to the human mind? The short answer is no. In terms of The Seventh Seal, the dramatic writing by John the Divine sought to encourage beleaguered Sentinels to remain steadfast and strong against the forces of evil, much like his real world counterpart had attempted when addressing second-century Christians. And, much like its counterpart, the Revelation of John in The Seventh Seal is a call to endurance. It’s a challenge to Sentinels not to give in to demands of the Legion, and at the same time be mindful of the impending doom that awaits all of humanity should the prophecy of the Seventh Seal ever come to fruition. Its message is also one where absolute demands are placed upon those who would follow God and His kingdom in a war to oppose the forces of the Legion. It is one where those fighting for God must contribute unfalteringly to the overthrow of the forces of evil, even if such faithfulness leads to death — the ultimate sacrifice of martyrdom. Evil may appear to be winning the war over the Kingdom of God, but ultimately God will prevail, creation will triumph over chaos, and light will triumph over darkness.
“And the wall of the city has twelve foundations, and on them are the twelve names of the twelve apostles of the Lamb.”
Assumptions of the Game
— Revelation 21:14 John informs the readers that when he received his revelation he was on the island of Patmos in Asia Minor “ . . .on account of the word of God and the testimony of Jesus” (Revelation 1:9). This statement is usually understood to mean that John was exiled because of his faith in God and the church. The island that John references is thought to be one of a group in the Aegean Sea where the Romans sent prisoners to live out the rest of their days in exile for various crimes. Since The Seventh Seal is essentially an alternate version of history, this game presents John and Revelation in another light. Sixty years after the death of Christ, John the Divine, a theologian, teacher, and revolutionary was persuaded by a sect of Chaldean Magi (the forefathers of Arcana) to document the images they had foreseen through their mystical insight. The revelation depicted the chaotic decline of civilization and the final battle between righteousness and wickedness, ultimately leading to the End of the World. John’s Apocalypse in The Seventh Seal, much like its real world counterpart, was filled with occult imagery and cosmological mysticism. He used allegorical symbolism of a scroll bound by seven seals to represent the apocalyptic revelations. Each of the seals represents a progressive release of doom upon the Earth. Once the seventh is opened, God’s final wrath will be unleashed.
Bringing the Struggle to the Game “Go pour out the seven bowls of God’s wrath upon the earth.” — Revelation 16:1 So, does presenting Revelation in a historical context override the fundamental precept of The Seventh Seal? Does it unhinge the principle that the book was written by John, a Chaldean Magi, as a warning that the Legions of Hell really do intend to overthrow the Kingdom of God and bring about an
“Come up here, and I will show you what must take place after this.” — Revelation 4:1 The following points neatly summarize the cosmic and spiritual situation of The Seventh Seal at its most fundamental level: • The universe was created by a single omniscient deity, as revealed in the Book of Genesis. This deity is both all knowing and all-powerful, and has a special plan for human beings. This deity exists in a unified and eternal Trinity (The Father, The Son, and the Holy Spirit), having three distinct identities that are all a coequal part of the whole. The three aspects of the Trinity are often interpreted as God’s way of explaining His nature to human beings — He is the creator of the universe (The Father), the savior of humanity (The Son), and the subtle and awesome power which is found in every place and every thing (The Holy Spirit). • Jesus Christ, the only Son of God, was born of the Holy Spirit and the Virgin Mary as accounted in the New Testament. God so loved the men and women of His world that He gave Christ to suffer and die for their sins, so that any who place their faith in Christ might be eternally redeemed. On the third day following His death, Christ arose and ascended into Heaven, and He shall come again to judge the unrighteous and rebuke the Antichrist at the end of time. • God loves His human creations more deeply than most of them can ever realize, yet so greatly does He value their free will and so leaves salvation or damnation in their own hands. To do otherwise would make God a hypocrite, which He could not abide. • God is served by a vast number of supernatural beings called Angels — pure spirits often used as God’s messengers and intermediaries on Earth. Although those Angels, now in heavenly service, are awesomely loyal and proven, it is a known fact that in a distant time a large portion of the Angelic host rebelled against God. These traitors, led by the powerful and prideful Seraphim
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Lucifer, were defeated and cast down, forever cut off from the grace and presence of God. • Lucifer and his rebel Angels have forged a dark kingdom in Hell, a blasphemous mirror of Heaven’s beauty, and from this spiritual base they wage war against God’s creation, believing (foolishly) that they can acquire enough power to eventually challenge God’s authority. • Although the Bible as written contains some omissions of fact as well as some distortions (perpetuated by agents on both sides of the cosmic conflict), the Book of Revelation is a true metaphorical blueprint detailing the course of Lucifer’s plans, the ultimate fate of God’s creation, and God’s eventual victory over the forces of darkness at the end of time. Individual Prophets may of course expand on these tenets (or even contract them, but in so doing risk removing some of the Christian aesthetic which gives The Seventh Seal much of its drama and power) as they see fit, provided that all the participants in the game can remain comfortable with what is presented.
Real Personal Faith and the Game “Contra terrentem brachia dirirgere” (To swim against the tide) — Juvenal Let it be said again that The Seventh Seal has no evangelical agenda whatsoever, no stated purpose beyond entertaining its players and immersing them in the elements and atmosphere of one of the world’s largest, oldest bodies of faith and culture. Indeed, if it is used as an evangelical tool, The Seventh Seal will probably fail miserably, since no part of it has been designed for such a purpose. Remember the golden rule presented earlier: the only proper use for this game is to have fun in good faith and ongoing friendship. No more, no less. Obviously, discomfort and disagreement may result if players in a game of The Seventh Seal find their real-world beliefs being represented as “misguided” or “evil.” Honest and forthright discussion of spiritual issues is a must before the game can begin, especially with those who hold the essence of biblical truth close to their hearts. Some players may be more than willing to accept fictionalized treatments of their beliefs, while others will only feel comfortable modifying the game to fit certain philosophical standpoints. A good Prophet will hold the comfort of all of his players foremost in mind when making any decisions regarding spiritual truth within his game.
World Faiths in the Seventh Seal “Whosoever worships the gods will surely go to the gods, but whosoever loves and worships me will come to me.” — Bhagavad Gita 7:23 One aspect of faith not yet discussed within the canonical fiction of The Seventh Seal is the status of other major world religions, since the Christian specific world view is given as the basis of all spiritual truth. In a broad sense, the God of The Seventh Seal is both highly mysterious and highly inclusive, and it may be easiest to presume that the mechanism of Christ’s salvation is not always as obvious and limited as it is presented in religious texts and in the opinions of religious evangelists. For example, none of the information given here precludes the possibility of Jewish, Muslim, Buddhist, or Hindu Sentinels. Whether such Sentinels would be sent out by the Archangels in vindication of their belief systems, or with the knowledge that conversion to Christianity is the only path to salvation is a choice for individual Prophets and players to make. However, three views are offered below as loose guidelines for the treatment of other religions within the game. Each provides a potentially fascinating set of spiritual parameters for the war between light and darkness (as well as dictating the sort of evangelism Sentinels must offer to their fellow human beings). THE BROAD VIEW: SALVATION AS A GENERAL MYSTERY A game taking the broad view presumes that almost all of the world’s religions are striking toward a set of core truths. That if one were to compare the very basics of Christianity, Islam, Judaism, Hinduism, Buddhism, Sikhism, etc., one would find a set of nearly universal ideals and revelations, which could be termed the “will of God.” The presumption of the broad view is that Jesus Christ works in a variety of unknown ways and extends the gift of His salvation to a variety of people not named in Christian doctrine. In essence, the pure and good truth that every legitimate religion seeks at the heart of its devotions is Christ, even if they do not know Him by that name. Even within the liberal context of the broad view, visitations and other supernatural elements most often take Christian shapes within The Seventh Seal. That is, it is the Archangels of a single omnipotent God that recruit the Sentinels, and they do not change their names or faces. Nor should the Legion of Hell be known to the Sentinels as anything other than the Legion of Hell, despite the
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thousands of guises it might have created for itself in the cultures of the world.
are continually thrown like party favors to an increasingly confused and divided mortal herd.
THE MIDDLE VIEW: SALVATION FROM AN ABRAHAMAIC MESSIAH A game taking the middle view presumes that the three monotheistic Abrahamaic faiths: Judaism, Christianity, and Islam, are the keys to salvation, differing only on many of the (relatively) inconsequential particulars. Salvation in a game taking the middle view may simply require belief in a Messiah, whether that Messiah has come to earth yet or otherwise.
Everyday Sin
THE NARROW VIEW: SALVATION AS A SOLE FUNCTION OF CHRISTIANITY A game taking the narrow view treats the revelations of the Bible’s New Testament at face value. In such a game, only willful and knowing faith in Jesus Christ (rather than “good” in general, or “the Messiah” in nameless multiplicity) leads to Salvation, and no human soul may be judged worthy of the presence of God without the acceptance of Jesus Christ as a personal Lord and savior. A DARKNESS FOR EVERY LIGHT “The Lord set a mark upon Cain.” — Genesis 4:15 Once the Prophet has defined the nature of spiritual truth within his personal Seventh Seal game, he must then decide how to treat those religions and religious believers that fall outside those bounds. There are two sorts of unrighteous religions opposing the truth within The Seventh Seal: those constructed in ignorance by men and women, and those constructed by the Legion for its own purposes. In the world of The Seventh Seal, unrighteous religions are more than a simple mistake of judgment, and much more than an expression of personal preferences. They are crimes perpetuated against their believers and converts. Those human beings who do not or cannot accept the salvation of Jesus Christ before death have not simply been misled — they have been betrayed. And betrayal brings the same result whether it comes from ignorance or genuine malice. In a universe where an all-powerful God offers grace to any human who will accept a simple act of faith and repentance, it is a terrible and murderous thing to cut someone off from the possibility of that salvation. The Legion prefers to construct religions as baroque, beautiful, and controversial as possible. The Legion delights in arguments over legalities and doctrines, over dietary laws and clothing requirements, schisms and counter-schisms, reformations and revolutions within communities of the faithful. The religion of the true God leads to simplicity, uniting its adherents in shared joy. The manufactured cults and sects of the Legion prey upon the genuine human yearning for communion with a higher power, turning this potential energy into an unhealthy fascination with secrets, elitism, ritual, and rivalry. It should be remembered that while the Legion has a number of truly grotesque, murderous cults in its service, the practices of such organizations are not likely to see the light of day until the Time of Tribulation and the ascension of the Antichrist to true power. Until then, such cults are best kept secret for the Legion’s purposes, as more socially acceptable faiths, cults, and movements
It also bears mentioning that even in a fictional world as supernaturally alive as that presented in The Seventh Seal, there is still a great deal of room for human goodness and human vileness independent of any spiritual influence. Indeed, it would be irresponsible to place the blame for all human misdeeds on the shoulders of the Legion, just as it would be unfair to presume humans incapable of goodness and compassion without a firm guiding hand. Sentinels are bound to encounter faithful believers in Christ in unlikely places, as well as good and decent people of unknown or unlikely spiritual alignment. They are even more likely to cross paths with nefarious, unscrupulous, and dangerous people who have not (as yet) had any contact with the Legion. Whether such encounters are related to deeper plots or merely a change of pace is, of course, only for the Prophet to know.
The Divine and the Infernal “Since God is the highest good, He would not allow any evil to exist in his works unless His omnipotence and goodness were such as to bring good even out of evil.” — St. Augustine Characterizing the supernatural powers encountered by the Sentinels is one of the more demanding tasks faced by the Prophet. Angels, Demons, and other untold powers should make rare and dramatic appearances in the game, each scene in which they are present dripping with the appropriate atmosphere and attitude when it crosses the stage. Demons should reek of greed, hatred, slyness, and cynicism, while Angels should be awesome in their simple grandeur and compassion.
The Kingdom of God: Sincerity and Serenity Although each Sentinel receives a highly personal visitation from an Archangel during his Anointing, and then receives Prophetic Revelations throughout the Crusade, direct encounters with Angels of the Lord are extremely rare (at least until the breaking of the Seventh Seal changes the nature of the war between Heaven and Hell). The Lord keeps His Angels quite busy on errands and duties of the spirit far beyond mortal understanding. Nonetheless, few spiritual events have the impact and revelatory power of an Angelic visitation, and it would not be at all against the aesthetic of The Seventh Seal for the Prophet to occasionally contrive a reason for such a manifestation. Whenever an agent of Heaven is encountered, the Prophet must take extra care to ensure that its words and actions positively glow of propriety, dignity, and righteousness. Angels are not merely pleasant to behold, they are manifestations of divine grace upon the material plane. While Sentinels strive for righteousness in the eyes of God, Angels have no other condition
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save righteousness. A genuine Angelic visitation should cut through fear, tension, and ambiguity like a pure white light through clouds. When portraying Angels, there are some points for the Prophet to keep in mind: • Angels never lie: Even the concept of white lies is anathema to a heavenly being. Angels will not lie, even to improve the self-image or bolster the confidence of a suffering human. Angels see things in a clear and uncompromising fashion, and have no tolerance for the mental barriers that humans often raise against their own bad habits. Angels deliver truth, even when a lie would be better received. • Angels do not scoff, scorn, or jest at the expense of a human being: Angels have no conception of insult humor, and only a very rare few have any talent for sarcasm (even those that do, such as Gabriel, reserve their verbal abrasiveness for agents of darkness). Angels do not talk down to humans, or belittle them, or speak in any fashion save plainly, directly, and with open reverence for God and his works. Likewise, Angels are swift to offer praise when praise is genuinely merited and swift to condemn where condemnation is genuinely deserved. • Angels are awash in the glory of God: Each Angel of the Lord regards its duty to the Heavenly Father with a solemn ecstasy beyond the reach of human description. Angels act as an extension of God’s will because it is their highest and purest aspiration to be just that — swift as thought, bright and unstoppable as a bolt of lightning. • Angels deliver a message of confidence and trust: Angels will never threaten a Sentinel, nor cajole or tease him for his failings. Angels deliver only two messages of incentive to the soldiers of God: a reminder of the importance of the Sentinels’ mission, and a reminder that God and His Archangels chose each Sentinel personally and trusted him with full knowledge of his responsibilities before his Anointing was complete.
The Legion of Hell: Giving the Devil His Due An entirely different sort of characterization is called for when the forces of Hell cross the stage. Due to the mission of the Sentinels and the nature of the world they are trying to save, an encounter with a Fallen or lesser Demon is much more likely than an encounter with an Angel of the Lord. The agents of Hell are highly skilled at projecting false fronts, sophistries, and lies, but once their deceptions are chiseled away certain universal traits emerge: • Agents of the Legion always have some degree of perpetual fear, no matter how deeply buried: As mentioned earlier, there is absolutely no genuine trust between agents of the Legion. Love and loyalty are abstract concepts to them, ideas to be faked when necessary and scorned at all other times. The Legion is bound together by a simple duality of reward and punishment. Successful agents are given wealth, comfort, power, and authority. Unsuccessful agents generally pay for failure with their lives. This locks every being in the Legion’s hierarchy, from Satan and his Fallen, to the lowliest Marked human, into an endless cycle of paranoia, back stabbing, greed, and opportunism. Every servant of the Legion fears the power of others to take away his power and his gains, and this should become apparent whenever any such servant is threatened with a loss.
• Nothing is sacred to the agents of the Legion: Agents of the Legion have no purpose for civility beyond placating and fooling others. They have no genuine feelings for other people beyond temporary loyalties and passing affections, and they have little use for moral or ethical standards of behavior. Anything and everything is amusing to them, and thus subject to sarcasm, cynicism, and disdain. Although Fallen and other powerful Demons can be quite eloquent when they wish, they can also be unbelievably vulgar when angered or upset. • Agents of the Legion are always looking for personal gain: It would be a mistake to think that the servants and powers of the Legion have any vested interest in the practice of evil as an abstract idea. The Legion of Hell is eminently practical — it wants power in all of its forms and it doesn’t care how it gets it. Marked humans want power over their fellows and over Demonic servants. Demons want power over human souls, so that they may grow stronger and rise within Hell’s convoluted hierarchy. Satan desires every last speck of spiritual power he can get his hands on, in order to sate his malevolent sense of vengeance and entitlement. Although there are some philosophers in the ranks of Hell’s servants, even they are motivated in their hearts by avarice, and their arguments are but another layer of sophistry and selfdelusion presented as justification for their greed. • Agents of the Legion have no conception of personal sacrifice: The thought of personal sacrifice for the greater good of the Legion is totally alien to most of its servants. Although most will accept a loss of privileges and power on the orders of a superior, no Demon or Marked human will ever consider fighting to the last man, or buying an advantage for their cause through an act of self-sacrifice. Victory means very little to an agent of the Legion if it cannot be personally savored. This does not mean that a servant of the Legion will run at the first hint of battle, rather, he will throw every agent, underling, and resource possible at a problem before confronting it himself. An incarnate Demon may be goaded to personal risk and will gladly assault a weaker foe
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with its bare hands, but will generally only stand its ground against a powerful foe if threatened with a more terrible fate should it return to Hell with its task incomplete. In addition to all of these traits, Demons of any standing within the hierarchy of Hell should display low cunning, verbal flippancy, and a grandiose sense of self-worth. Demons are vain creatures, deeply concerned with their own majesty and dignity, and they cannot bear to be mocked with any skill or insight. Bloody, bold, sly, and resolute, such creatures wear moods as masks and shift emotional gears without prior notice. There is no emotion they will not attempt to take advantage of, no weakness they will not attack.
Horror: The Manifestation of Fear “For the thing that I have greatly feared has come upon me. And what I have dreaded has happened to me. I am not at ease, nor am I quiet; I have no rest, for trouble comes.”
The other tradition, named “paranoid horror,” is the model applicable to The Seventh Seal. In this tradition, there are less clearly marked oppositions. In the game, the trait of Guise hides evil’s true intentions. With these traits the Legion integrates itself within mortal society, internalizing the threat. Human reaction to the horror is usually unsuccessful, usually resulting in seduction, temptation, and domination by the infernal. Unable to recognize the evil, man becomes its victim. Although at times it seems that the evil is vanquished, it always returns — stronger and more powerful than before. The Sentinels, on the other hand, have the power to nullify, or at least suppress, the effects of paranoid horror. Through the gift of their Anointing, they can see the Mark of the Beast, thus recognizing the manifestation of evil that exists. They can intervene with the Legion’s oppression of humanity, transforming paranoid horror into the secure horror tradition by identifying the source of evil. Once revealed, the threat can be contested. It would be unwise, however, to assume that just because Sentinel’s are imbued with powers divinely bestowed upon them by God, that they are super-powered heroes unable, or unwilling, to experience fear while confronting not only the Legion, but
— Job 3:25-26 The Seventh Seal presents itself as a game of struggle and conflict between the forces of Heaven and Hell. It is one in which a Sentinel must come to the realization that he has been thrust into the middle of an epic conflict, and awakened to a life of divine responsibility. But the game is also about visceral horror. In fact, many characteristics of the horror genre can and should be applied to the conflict between Sentinels and the Legion. Sentinels will no doubt face both paranoid horror and full out alien abhorrence. Like The Seventh Seal, horror epitomizes confrontation with things that agitate or cause one to worry. With regards to Sentinels, these “things” are frequently manifestations of real fear based on their own mortal vulnerability and the hostile forces that have intruded upon their world. And because Sentinels are fundamentally human, with human fears and worries, other precepts of horror, such as superstition, pain, death, illness, and insanity, can hold sway over even the most stalwart Chosen Elect. The most effective contrivance for introducing horror into a Seventh Seal Prophecy stems directly from confrontations with the Legion. At its most basic level, the Legion are the ultimate manipulators of human weakness, lust, and suffering, while at the same time they are Demonic entities who are vicious, ugly, and deceitful. These are traits that typify what people have always associated with the truly evil; and while that monstrous core should never be denied, the Legion also is comprised around a web of subtlety and deception.
Traditions of Horror One can understand horror as theme by examining two traditions presented by Andrew Tudor in his analysis of the genre — Monsters and Mad Scientists: A Cultural History of the Horror Movie. “Secure horror” has clearly marked oppositions and external threats — monsters that can be identified and ultimately destroyed. In this tradition, mortal action has an effect on the manifestation of fear.
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humanity’s darkest recesses and conscience. Because Sentinels are in essence flesh and blood, they can be overcome with feelings of terror, dread, panic, and apprehension. This is especially true with regards to newly Anointed Sentinels. These men and women have been subjected to a deluge of visions, some horrific, many more vivid, and so it should be that the Prophet be mindful of the Sentinels’ frame of mind when they encounter that first Scythian or Nephilim. As was illustrated by Josh Cable’s encounter with the Legion, the young Michaelite was made aware of his new found destiny, it’s powers and responsibilities — but nonetheless, he was worried and fearful.
Nature of Horror If horror is the manifestation of man’s fears, why is it so attractive as a genre? To explain, one must understand “arthorror,” a concept proposed by Noel Carroll in his study, The Philosophy of Horror or Paradoxes of the Heart. The Seventh Seal is an example of art-horror. Central to its fictional presentation are the Sentinel’s adversaries — Demons and devils. These supernatural beings are both disgusting and interesting because while they exude typical ugliness and visceral qualities, the infernal are nonetheless complicated adversaries with their own motives, hidden agendas, and perverse allure. It is this paradox that stimulates the attraction to the genre. To make a horror-themed roleplaying game (even one with a heavy religious backdrop) appealing to its audience, the Prophet must focus on the monster — in this case the hellish creatures that comprise the Legion. The infernal are threatening and impure; in game terms they are Tainted. They cross the boundaries of nature, assuming contradictory, incomplete, or formless shapes. Within his concept of art-horror, Carroll has also proposed five typologies of monsters that can be applied to the Prophet’s design of horrifying foes. Below, the categories are defined and accompanied with examples from the game. Fusion: Distinct or opposed elements are condensed into a single identity (the living dead - Akhkharu, Lilit, The Dead). Fission: Contradictory elements are distributed over different yet physically related entities (alter egos - any entity using Guise to adopt a mortal form). Magnification: The impure and disgusting are made larger (giant monstrosities — Nephilim in True Form) Massification: Horrors that are amassed in groups (Scythian swarms, Seirim packs). Horrific Metonymy: Normal figures surrounded by objects of disgust (beings associating with evil - Sorcerers, the Marked). Some of the creatures encountered in The Seventh Seal are associated with more than one typology. For example, the Nephilim are classified under Magnification due to their large size in true form, but they also can be applied to the Fusion typology due to their Fallen and mortal heritage.
Categories of Horror Looking back at the characteristic of horror as being a manifestation of real fear based on mortal vulnerability and superstition, one can divide horror themed Prophecies into three different categories: supernatural, psyche, and science and nature.
Supernatural Prophecies explain events that fail to comply with corporeal existence, or at least to the fragmented view of reality with which the Sentinel is consumed. In this model, there are no rules governing reality and anything is possible, or at least has a spiritual explanation. Demonic and supernatural forces coexist with man to threaten social normality. These ‘monsters’ endure not only to encroach upon human institutions, but also their minds, souls, and corporeal bodies. Most Prophecies of The Seventh Seal will fall into this category. The Sentinels are destined to prevent the Legion’s prophesied incursion upon the Earth, whether by freeing those tempted and possessed by the infernal, or rooting out the caliginous agents of Legion, who hide in the darkest shadows of every institution, city, and nation. Supernatural forces usually work independently to violate the material world. There are times however, when the supernatural is dependent on human will. Occultists, Satanists, and Sorcerers, through magical invocation, summon the threat in their attempts to seek knowledge, belief, or faith in some darker purpose. Similar to the “mad scientist” of the science and nature category, the occultist becomes overwhelmed with selfish goals, ultimately to the point of being consumed by the very forces he unleashed. Prophecies dealing with the psyche focus on the overpowering impulses that lie dormant within every human. It is the psyche that contains the dangerous excesses of mortal passion. Once these inner desires are brought to the surface through transgression, the deep-rooted evil within all men is made manifest. Now man becomes monster. Mortals in league with Satan — the Marked, Demonologists, and society’s most depraved and deviant individuals, who succumb to their inner malevolence, and who slowly abandon their human spiritual values. Once relinquished, their souls are forfeited to Satan in exchange for an existence as an infernal entity. Insanity also plays a role in Prophecies of the psyche category. It is the manifestation of fear that hides within the shadows of the mind. It is the force that prompts man to perform horrendous acts of violence and passion. Iniquities such as Artifice, Dream Trance, and Possession induce the stigma of madness upon its victims; since according to modern reason, there is no other logical explanation for one’s thoughts and actions while under the power’s influence. Insanity also provides a defense for Satan and his Legion — those who survive an encounter with the infernal are more likely to be labeled demented than believed and supported for the truth of which they have glimpsed. In relation to the horror genre, science is portrayed as being dangerous. It interferes with the natural order of existence. A Prophecy incorporating the science and nature category of horror presents technology as a way to seek knowledge at the expense of mortal (and moral) values. Throughout history, Satan’s minions used science as a means toward other debased and depraved aims. For instance, it was the Fallen who brought the knowledge of Sorcery, warfare, and vanity to early man in an effort to stimulate sin and self-demise amongst mortals. Much later, the Scythians introduced more convenient methods of destruction to modern man — atomic energy, the hydrogen bomb, and high-tech weaponry. The advent of the Internet, originally established as a tool to gain knowledge and foster cognition, broke down moral values by exposing the world to easily accessible vices, such as exploitive pornography, gambling, and materialistic desires. In the world of the New
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Millennium, science and technology has brought disorder to mortal society. When man refuses to recognize the damage his overwhelming commitment to science is doing to the world and those who call it home, nature strikes back with vengeance. Plagues of sickness and disease spread throughout the global population. Natural disasters, like earthquakes, floods, and fires are seen by some as consequences to man’s disregard for the environment. Creatures, both great and small, have also turned against man for denying them of the earth’s resources.
A Beleaguered World “The Bishops thrive, tho’ they are big, The Lawyers thrive, tho’ they are thin; For every gown, and every wig, Hides the safe thrift of Hell within.” — Percy Bysshe Shelley from “The Devil’s Walk” The twentieth century has passed away, and the twenty-first has risen like a new dawn. This is the default setting of The Seventh Seal, a climactic age of social change, secular pressures, technological wonders, and hellish danger. The power of Satan and his Legion of servants has threaded throughout this world like an all-pervasive blight in the roots of an ancient tree. The New Millennium is our own world, layered with an element of sinister paranoia and slowly increasing horror.
Global Awareness, Global Culture One of the most obvious developments of the New Millennium is the shrinking of the boundaries of human consciousness. News travels across the globe in a matter of minutes. Air travel makes almost any point on Earth accessible from any other point within a day or two at most. Commerce crosses international lines in an increasingly confusing pattern of legal, illegal, and morally questionable trading relationships. German firearms and Russian clothing are sold in Thailand bazaars to tourists from North America and terrorists from the Philippines. Cellular phones and service packages are hawked by street vendors on Italian docksides, right beside fresh iced fish from Greece, and drugs from Turkey and Columbia. Violent radicals dedicated to the overthrow of Western civilization wear American jeans and drink carbonated soda from aluminum cans. This world, with all of its alluring pleasures and deadly dangers, is a playground built stone upon stone by the Legion over the course of a two thousand-year struggle against the legacy of Jesus Christ. None of the objects and artifacts of high-tech civilization in the New Millennium are sinful of their own accord. It would be foolish to assign human traits to buildings and devices, to gimmicks and gadgets. It is the Legion that makes these things tools of deceit and spiritual imprisonment, the Legion that uses them to entice others with material comfort or force people toward material misery. To grasp the essence of the New Millennium, imagine a world where every fault, every tension, every worst-case scenario, and every pessimistic trend from our own world continues or grows even worse, while the beauty of the natural world and the
might of human accomplishments remain undiminished. It is a time and place of contradictions, where darkness and beauty go hand-in-hand, where the angst and fears of our own world have an added depth of supernatural grandeur and danger. NORTH AMERICA: LAND OF EXTREMES The United States is the last true superpower of the Cold War; it has survived with global economic, cultural, and military influences intact. As much admired by the citizens of foreign nations as it is hated, the United States cannot be said to have any truly monolithic culture. There is no simple definition of the American Dream, no singular American Spirit, no true American Mainstream. American politics and society are always moving in a hundred different directions at once. Even so, as the darkness gathers on the horizons, some universal symptoms of Hell’s growing power have crept into plain sight. American discourse is fragmented and irresponsible. Journalism, that once-vital fourth estate and guardian of liberties, is a self-important shadow of its former credibility. The national media talks in aphorisms and half-truths, preferring celebrityworship and sound bites to moral or intellectual challenges. Journalists are more inclined to make the news rather than report it. Moral relativism is rampant, with most Americans unable to agree on any singular definition of simple words such as morality, honor, and justice. A vast majority of American children in recent decades are functionally illiterate, afflicted with a variety of social and mental disorders due to the fact that they are, on the whole, abandoned to the dubious distractions of television and video games by harried or incompetent parents. Obesity is endemic to Americans of the New Millennium, one more symptom of a lifestyle increasingly dedicated to leisure and indulgence. Meanwhile, the U.S. economy is in a constant cycle of booms and busts. While fewer people are making more and more money with every passing day, security for low and middle-income workers has all but disappeared. The temporary employment market in the United States is the fastest growing industry, and millions of educated, qualified adults find themselves working long hours without the dignity and stability they once took for granted. Record stock gains share headlines with record layoffs, and despair wears a three-piece suit as often as it does a blue collar. Most Americans confess to having little understanding of the actual mechanisms of the increasingly high-tech economy. While the United States remains broadly wealthy for the time being, how much time remains until this wealth slips away before the sounding of the Horns of Judgment? U.S. heavy industry has been gutted, leaving factory towns lying idle and barren, crime-ridden and bankrupt. The developing nations of the Third World have swallowed millions of American jobs; shipped overseas by American executives overjoyed to use workers at a fraction of the cost, with little concern towards safety and humanitarian working conditions to which American laborers are entitled. U.S. politicians, who are wallowing in a morass of bribery, have allowed the competitive export of their constituents’ former jobs to developing nations in order to plant the seeds of democracy. America’s ports and cities rust, and the Legion laughs. Canada, ideally positioned to act as a cultural and technological liaison between the United States and the nations of Europe, has long been seen as a kinder, gentler version of the U.S.; just a little colder and a little further north. Canada is, in fact, one of the
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more involved global powers of the New Millennium, often sending representatives of its armed forces to global trouble spots at the behest of the United Nations. Despite its genteel reputation, Canada is deeply connected to the United States, both economically and culturally, and it has begun to feel much of the same decay that eats away at the heart of its neighbor to the south. CENTRAL AND SOUTH AMERICA: POISON POLITICS AND NATURAL WONDERS South and Central America, still recovering from a centurieslong legacy of colonialism from more powerful nations, is experiencing several varieties of turmoil in the early years of the New Millennium. In the jungles and hills of Columbia, a deadly war rages between cocaine barons with private armies, extremist rebels with a taste for mass murder, and a brutal government that enjoys little popular support. A massive narcotics trade reaches out across Mexico and the Caribbean, terminating within the United States, where there is always an unquenchable demand for drugs from dealers and users alike. Paraguay, Brazil, and Argentina are rumored to contain micro-nations that trace their roots to a great Diaspora of former Nazis from Europe to South America in the late 1940s. It is said that the multi-generational descendants of the original Nazi criminals have established flourishing Neo-Nazi communities rich in international finances and contacts, even under the eyes of quasi-democratic governments.
EUROPE: PROSPERITY AND PROBLEMS ON THE BOIL On the surface, Northwestern Europe is a relative bastion of peace, economic strength, and technological development. England, France, Germany, Switzerland, Austria, Iceland, Sweden, Norway, Italy, Spain, Belgium, Denmark, the Netherlands, and Portugal reaped the benefit of remaining neutral or within the sphere of economic and military assistance provided by the United States after World War II. In the shadows, these countries suffer the same problems as their North American cousins — political structures, religious hierarchies, and the economic and cultural elite are all but dominated by agents of the Legion. Secret societies, occult lodges, and mysterious fraternities have experienced resurgence in popularity. More openly, Europe’s developed economies surge and sway in concert with the markets of the United States and the Far East. Ethnic tensions are high in several regions, only barely suppressed by national governments, and immigrants are regarded with suspicion or outright hatred in many nations that claim to know better. Those nations that fell behind the Iron Curtain when Soviet power still loomed over Europe have not fared as well since the general collapse of communist rule in the early 1990s. Poland,
Puerto Rico, Jamaica, and the Bahamas enjoy a flourishing tourist trade from wealthy North America and Europe, but nearby Cuba swelters in its fifth decade of austere communist rule. Mexico is trying desperately to modernize its economy, but internal rebellions, rampant pollution, and political corruption have all complicated this effort. On the whole, South America lags behind Europe and North America in technological development, partly because it has long served as a dumping ground for the weapons and political ideologies of those regions. Instability is a watchword where many of the regional governments, and political rebels, as well as indigenous crusaders, are always waiting in the shadows to seize their opportunity. AFRICA AND THE MIDDLE EAST: STUDIES IN TENSION AND TURMOIL No other region in the world of the New Millennium is as culturally volatile and politically unstable as the vast continent of Africa and the international crossroads of Asia Minor to its northeast. In central Africa, dozens of young countries find themselves controlled by despotic kleptocrats, or torn apart by endless ethnic turmoil, all the while struggling against periodic droughts, famines, and a rate of infection by deadly diseases such as HIV that surpasses any other region of the world. Israel finds itself balanced precariously, as always, between neighbors that are at best grudgingly indifferent but more commonly actively hostile. They lie in the uncomfortable position of remaining steadfast to their claim of the holy land; a land claimed by three of the world’s most ancient and powerful religions. Across the Middle East, with its vast reserves of petroleum and its crisscrossing loyalties to other nations, political and philosophical sects of Islam struggle both quietly and violently for control. Revolutions, wars, and terrorist incidents are commonplace, and the blood of the innocent continues to feed the Legion’s appetite.
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Czechoslovakia, Hungary, Bulgaria, Romania, and the former Soviet republics of the Commonwealth of Independent States are still suffering from rampant crime, economic transition problems, tremendous environmental difficulties, and a veritable flood of Soviet-era military technology and equipment, complicating both the criminal and political situations. Yugoslavia has been wracked by a series of bitter ethnic wars, and currently remains locked in an uncomfortable stalemate enforced by reluctant peacekeeping missions and the threat of NATO military action. Europe was the greatest inheritor of Christian thought and tradition following the growth of the church founded by Jesus’ apostles. The Vatican, locked away within the ancient hills of Rome, is the current world center of Catholicism, although its vast bureaucracies and innumerable ranks are surely as thick with Legion agents and provocateurs as any secular authority. ASIA AND THE PACIFIC: VAST CULTURES IN CONFLICT Asia, home to ancient empires, as well as most of the people living in the New Millennium, is a vast area with a truly mindboggling array of political and cultural problems. India and Pakistan, the world’s newest nuclear powers, stand at the brink of war over the disputed Kashmir highlands. Communist China, technologically weak but peerless in manpower, flexes its muscles against its neighbors, especially against Taiwan, which it claims is a renegade province that must be taken back by force. Relations between North and South Korea remain tense, and although North Korea is rumored to possess nuclear weapons, it is also starving and destitute, saddled with a bloated military and a helpless economy. Even Japan, steadfast economic powerhouse since the 1970s, has felt the sting of uncertain global markets and its own shifting social fabric. In the warm waters of the Indian Ocean, modern-day pirates in stolen freighters and motor launches scour the shipping lanes, while the unstable, young governments of the Pacific Rim struggle to keep extremist protesters and nationalist rebels under control. The Legion has found fertile soil in the occult traditions of the Orient, and its agents are everywhere in these troubled, potentially explosive regions, sowing discord, recruiting servants, and reaping their accustomed harvest of human misery and impiety. Meanwhile, Australia and New Zealand rely on the economic instability of the Pacific and Asian markets to support its infrastructure, all the while being infested with the threads of American lifestyle and capitalistic ambition. Commercialism and acceptance on a global scale as an autonomous and driving force in the New Millennium has led them to ignore the injustices that are taking place within their government and political bodies. Regardless, Australia still lends its support to the United Nations, more often than not suffering as a pawn for the Legion infested powerhouse nations of the world.
Prosperity and Despair The New Millennium is an age marked by deep contrasts in the lifestyles of human beings everywhere. A privileged elite enjoys the full variety of pleasures and comforts associated with upscale modern living. In North America, Europe, and the more developed countries of the Pacific Rim, this demographic includes many wealthy and fortunate private citizens as well as government officials, religious authorities, and national and international
celebrities. Those living a life of luxury in less developed regions of the world are generally guarding it by force of arms. Cruel oil magnates, self-absorbed military dictators, crackpot visionaries, and border-hopping criminal masterminds are accustomed to enjoying the finer things in life, though few of the people they crush beneath their boots can say the same. The vast majority of the world’s population has no real idea of what it is to live in comfort and ease, although they may read about such concepts in magazines and see them presented on television. Life for seven out of ten human beings in the New Millennium is toil for subsistence wages and little hope. The factories of the industrialized world are shipped to the shores of the developing world. Third-world laborers are swallowed by virtual slavery in dangerous conditions, while the abandoned workers of the developed world are consumed by poverty and frustration. Millions of people are constantly on the move as refugees from war, genocide, and natural disasters, and millions more have known nothing but a state of war and hatred from their earliest years of childhood. The Legion welcomes the numbing luxuries of high-tech living and the soul-deadening indignities of poverty with equal relish. Both extremes are abusive to the human spirit, degrading to the human will, and dangerous to the cultivation of spiritual balance. Thus is the entire human world, with all of its diverse nations and elements, made a tool of the whims and hungers of Satan’s Demonic chorus.
Sentinels: Living Complicated Lives “The wicked watcheth the righteous, and seeketh to slay him.” — Psalms 37:32 Due to the nature of their duties and to the efforts of the Legion to hunt them down, newly Anointed Sentinels soon get used to the idea that they can never again live anything resembling a normal life. Players of The Seventh Seal should be aware of the strange guerrilla existence awaiting their characters, and the Prophet should be aware of the need to keep these complications and limitations adventurous and flavorful. The only positive side effect of the harried, paranoid, ever-shifting life lived by most Sentinels is that it is rarely boring. STAYING ON THE MOVE One lesson learned early (and often at great cost) by all Sentinels is the danger of setting down roots and remaining in one location for any length of time. Just as Sentinels can identify and track agents of the Legion, those same agents have many ways of identifying Sentinels, and would love nothing more than to surprise a group of Sentinels and trap them all at once in a location they thought was safe. Even when Sentinels operate in one general area for a while (a large city, for example) it is wise for them to change sleeping places and hideouts on a regular basis. Safe-houses may generally be maintained without worry, provided that they are used for brief and infrequent intervals. Like the international spies of the Cold War era, the Sentinels are attempting to move unseen in the shadow of widespread, organized, and determined opposition. A Sentinel must learn to live with one eye constantly peering over his shoulder.
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Due to the difficulty of maintaining property with any degree of safety and secrecy, many Tsaba operate out of mobile bases, living and sleeping in vans, cars, and other vehicles, changing license plates and paint colors at regular intervals.
timeline of Satanic conquest and influence. A Prophet may even take his Crusade through all three phases, describing the changing nature of the world and the increase in the threat posed by the Legion as the Hour of Judgment draws closer.
WHO AM I? Agents of the Legion are swift to destroy whatever remains of a Sentinel’s old life once he begins his active battle against the forces of darkness. Credit ratings, bank accounts, employment records, tax reports, and properties and holdings are all guaranteed to vanish. It’s near suicide for a Sentinel to use an old credit card or checkbook, not merely because the Legion can more easily track a Sentinel doing so, but because the Legion loves to play games with criminal records. Many soldiers of the Kingdom of God are unpleasantly surprised to find their faces on posters in police stations and post offices, along with lists of crimes so long and blood-curdling that they would be almost laughable if they didn’t turn even a casual encounter with law enforcement officials into a serious danger. Many active Sentinels — once identified and made known to the Legion — are classified as terrorists or cop killers in the databases of police agencies around the world. Many Sentinels turn their hands toward forgery, both electronic and traditional, and manage to create false identities, official documents, and other bits and pieces of bureaucratic flotsam to keep them one step ahead of the Legion’s pawns. Other Sentinels adopt frequent disguises, dying and cutting their hair at regular intervals, alternating between glasses and colored contact lenses, even practicing false accents and mannerisms. Some go so far as to have cosmetic surgery, although a credible false identity and a set of medical records must be constructed before such a thing can usually be attempted.
The Three Modes of Play
MEETING AND COOPERATING WITH OTHER TSABA Although it happens only rarely, multiple Tsaba will occasionally share a single Prophetic Revelation and end up in the same location, working toward a common goal. The situation must be dire in such a case, however — it is for good reason that Sentinels are organized into autonomous cells that rarely meet. For one thing, this greatly decreases the risk that the capture or destruction of a single Tsaba will reveal the plans, members, and locations of other Tsaba to Legion interrogators. Although Sentinels will sometimes cross paths by accident and may even cooperate, each Tsaba will inevitably be pulled along by its own missions and Prophetic Revelations, so long-term alliances are rarely a possibility, at least so long as the war against the Legion maintains its current tempo.
The Crusade “Time has been transformed, and we have changed; it has advanced and set us in motion; it has unveiled its face, inspiring us with bewilderment and exhilaration.” — Kahlil Gibran Although the default setting of The Seventh Seal is the New Millennium, in a time before the full victory of the Legion and the coming of the Antichrist, there are several other options available to a Prophet wishing to change the assumptions, background, and spiritual tone of his Crusade. Three modes of play are suggested, each offering a vision of the world at a certain point in the
“I smell blood and an era of prominent madmen.” — W. H. Auden THE TIME OF UNCERTAINTY Although the Legion moves forward with its plans, the end times are not yet near . . . or are they? Lucifer’s agents move in the shadows, pawns are pushed forward across the board, but no omens yet speak of a widening of the conflict. Incarnate Demons are relatively few and far between, Sorcery uncommon, and most of the intrigue is mysterious and paranoid. Cults and followers of the infernal are trying to open the way for the summoning of dark powers and turn the eyes of the world away from God, but secrecy is still foremost in their minds. The Legion can ill-afford to reveal its true nature while the souls of billions of human beings still sway in the balance between darkness and light. The Time of Uncertainty closely fits most of the situations and guidelines offered in the core rules as presented in this book. • The Legion controls a great many mortal agencies, bureaucracies, and secret societies and uses its influence within these institutions to quietly expand its power further, as well as hunt its enemies. • Direct encounters with incarnate Fallen and beings of similar power are unlikely, as such beings are loath to venture out of the security of Hell. • Agents of the Legion are unusually sensitive to detection and failure, taking pains to cover their tracks and provide cover stories for their unusual activities. • Paranoia is the key word for conflict in the Time of Uncertainty. The Legion weaves webs and conspiracies, and is forced to be subtle, devious, and exacting until their plans can properly mature. • Active Tsaba are also relatively few and far between. Although the final battle between the forces of Heaven and Hell is heating up, it is not yet as desperate and widespread as it could be. There are many more Sentinels yet to be Anointed, and some Tsaba seek these new Chosen Elect before the Legion can divine their existence. THE TIME OF TRIBULATION The Seventh Seal has not broken, but the Sentinels are loosed upon the earth in full force. The powers of Hell are greatly increased, and the Legion’s worldly influence is vast. The threat of supernatural activity is much more obvious, and Sentinels are more uncertain than ever of their own powers and their own loyalty to one another. Confusion reigns, and the Antichrist may be walking amongst us, though he has not made himself apparent. His servants are, beyond a shadow of a doubt, readying a place for him; a mantle for his dark reign. The suffering of the planet and the nations of humanity have begun in earnest. • The Legion controls almost all of the world’s commerce, as well as every government with any power and prestige. Secret
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fraternities and cabals regularly decide the fate of the world’s markets, populations, and crises. • Materialism, despair, cynicism, and anti-spiritual feelings are more prevalent than ever. A wide variety of incredulous fringe religions and cults (most controlled or abetted by the Legion) have sprung up to steal practitioners from more traditional belief systems. • More and more supernatural entities are freely entering the physical world, and the evidence of their handiwork is building up. Ritual murders, mysterious disappearances, and other gruesome crimes are only the most obvious calling cards of Demons and their servitors. • World leaders contest for power and authority on the global stage. Any one of them could be the prophesied Antichrist, the blasphemous son of Lucifer who is destined to bring about the end of the world. • As the Time of Tribulation progresses, natural disasters, plagues, wars, and other worldwide disruptions of peace and security become more common. Indeed, as the Antichrist moves toward a position of total power, his rise will be heralded by a series of increasingly deadly conflicts that claims hundreds of thousands of lives. THE TIME OF THE SWORD In the Time of the Sword, the Seventh Seal has been broken. The world as we know it has, for all practical purposes, come to an end, and anyone left alive is caught in a final battle for or against the forces of the Antichrist. Demons walk the earth, miracles are commonplace, and no one alive has any illusions as to the nature of the changes inflicted upon the world. • The Antichrist rises to global power and reigns supreme at the beginning of the Time of the Sword. His followers, cults, and decisions become the only true authority for most of the world. The Antichrist uses his spiritual authority to wage war on what
remains of the old religions, and any Sentinels left are in for a desperate battle no matter where they hide. • The wonders of technological society are put to use to mark those members of the population faithful to the rule of the Antichrist. This makes it even more difficult for renegades to evade detection and avoid imprisonment in the concentration camps that spring up to hold rebels, malcontents, and those few that claim to still have faith in God. • The Antichrist offers public displays of his miraculous powers and is accompanied by his most powerful Fallen (although these maintain their Guise in public). • The world becomes an apocalyptic setting involving a final showdown between light and darkness in the ruins of the New Millennium. The precise nature of the final battle is up to the Prophet. Perhaps the Sentinels may yet have a role to play even when society has crumbled, leading small bands of faithful against whatever blasphemous challenges remain. Perhaps the Second Coming of Jesus Christ may be close at hand, and the salvation of the faithful the final chapter.
The Metaplot “You remember a single deluge only, but there were many previous ones.” — Plato A metaplot is the evolving central story line upon which a roleplaying game is based. The Seventh Seal focuses on the pre-established story line of Revelation. Already having a model on which to center Prophecies, the Prophet must use creativity and imagination to fill the gaps of the pre-existing story line with interesting relative events. The challenge is to extend the time between the player characters’ first appearance in the game to The End, while still keeping true to the metaplot of Revelation. At the beginning of a Crusade, players and Prophets should be familiar with the beginnings of the game’s metaplot as
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described throughout chapters one and two in this book. The stage is now set for the conflict between the forces of light and dark. As both vie for control of the Earth it is important to see what is prophesied to happen next in relation to the metaplot. Please note: the following information is for the Prophet’s eyes only, and should not be divulged to players. Much of this information will be expanded upon in future Seventh Seal publications. HUMANITY’S FALL The end times will be characterized by the moral decay of society. Self-gratification, personal fulfillment, and perversion will dominate all aspects of society — the media, the arts, and the political offices of government. In music, Satan’s name will be celebrated. On the silver screen, images of sex and violence promote contemptuous rebellion against God’s ethical laws. Art no longer expresses man’s creative ambition. Instead, perverse exhibits of blasphemy are displayed. Heresy is beginning to quietly spread through the church. Agents of Satan have infiltrated the holy institution. As the decadent society unwittingly embraces the Legion’s false doctrine, the true church will quietly crumble under persecution, lacking the courage and commitment to remain pure. The false prophets will also discredit the punishment dictated in the Book of Revelation, teaching that the warnings and consequences are merely symbolic scare tactics. Perverted by Demonic doctrines, society will be prepared to embrace the Antichrist when his presence is revealed. Those adhering to mystic beliefs will corrupt religious thought. Through deceit and infernal influence, cults will emerge, promoting falsehood under the guise of biblical truth. They will see themselves as a superior race, who will ascend to power by committing to their false god. These new age cultists will become the soldiers of the Antichrist, assisting in the annihilation of those loyal to God. THE REMOVAL OF MICHAEL The Archangel Michael is an obstacle that stands between Satan and his plan to annihilate those who refuse to embrace the doctrine of the Antichrist. Michael has protected mankind since the beginning of time, however, prophecy reveals that he will be removed from his celestial service. The method in which he will be disposed however, is not yet revealed. It is possible that God will remove Michael from his station, to indirectly punish mankind for its transgressions; however, that is unlikely. It is logical to deduce that the infernal forces may devise a scheme to eradicate the Archangel. Without Michael guarding Earth, the ascension of the Antichrist will be unchallenged and the Sentinels will lose their pillar of strength, the Sentinels of the Order of Michael. REVELATION OF THE ANTICHRIST With the ethical and spiritual decline of the world and the removal of the Archangel Michael from his standing as humanity’s heavenly protector, the minions of Satan will prepare the world for the resurrection of the Antichrist. A leader from one of the original Six Beast Kingdoms will be reawakened from death in the guise of a benevolent and invincible savior. All will fall under his dominion, except those who will remain faithful to
God. Mortals will embrace the false security of the Antichrist believing he can deliver them from tribulation. Sentinels in this epoch will be faced with a desperate situation: rumors abound of Sentinels who fall into the service of the Legion! Should this revelation prove true, those still battling for God are faced with unanswered questions — who are the fallen Sentinels? What secrets do they possess? It is also despairing to learn that the Sphragis, the supernatural brand borne to all Sentinels, is no longer a guarantee of trust and loyalty. Satan’s agenda of revenge will be put in motion against the forces of light. Under the Antichrist, a false kingdom will rise to power comprised of the Legion and mortals who unknowingly make a covenant with him by forsaking God. The False Savior’s kingdom will spread with each nation conquered. Those who refuse to submit under the Antichrist’s banner will be persecuted and destroyed. Amassing a seemingly invincible army, the Antichrist will launch a bloody assault upon Jerusalem, bringing the final culmination of Armageddon to Mount Megiddo, the site of the final conflict between the forces of good and evil. He will be victorious in battle, usurping the Throne of Light, before unveiling his true identity as the Destroyer, the False God — the Devil Incarnate.
Prophecy Plot Hooks “ . . . the visible world seems formed in love, the invisible spheres were formed in fright.” — Herman Melville Below are a series of sample plot hooks to demonstrate how the categories of horror can be used to create entertaining scenarios for The Seventh Seal. In addition, each category has been applied to the three modes of play: The Time of Uncertainty, The Time of Tribulation, and the Time of the Sword. Prophets can develop these further by detailing the Visitation, Disclosure, Intervention, and Aftermath as presented earlier. THE TIME OF UNCERTAINTY HOOKS Fallen Rising (The Supernatural): At the start of this Prophecy the Sentinels all experience a Prophetic Revelation that culminates in a shared vision of terror, uncertainty, and dark portents. During the Vision, the Sentinels witness what appears to be the abduction of an unknown male in his late thirties. He is quickly beset upon by dark robed figures and carried screaming toward a stone altar in what looks to be an ancient Egyptian temple. As the man is led toward certain death, other robed figures stand to either side of a granite dais, chanting in guttural intones. Another dark figure stands before the altar, elaborately dressed in ceremonial garb. As the chanting reaches a crescendo, the air that permeates the room thickens with an oppressive ethereality. The sorcerer plunges a clawed hand into the breast of the bound man and slowly produces a still-beating heart, which he squeezes over a mummified cadaver that rests atop a second altar. The blood from the heart slowly seeps into the cadaver’s bandages. The mummy begins to stir. The Sentinels have just witnessed a vision regarding a ritual performed by a cabal of Sorcerers operating out of Cairo. The sorcerer-priest, Mehujael al-Nahhas, plans to revive the corpse of
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the Fallen Baraqel, who, through political maneuvering, murder, and betrayal during the era of the 26th Dynasty, rose to power as a pharaoh known to scholars as Psamtik I. Baraqel was ultimately defeated aided by Nazarene agents, but instead of killing him outright, the Fallen’s dark essence was imprisoned in a soul jar and forever sealed beneath the deep waters of the Nile. Centuries later a team of archaeologists working on a dig in the Egyptian desert discovered the relic, which brought the attention of the cabal. The group is intent on acquiring Baraqel’s soul jar to infuse the Fallen’s essence with its mummified cadaver. But in order to complete the process the blood of the relic’s founder is needed. Thus it is left to the Sentinels to stop the ritual and prevent Baraqel from rising by locating the archaeologist and perhaps destroying the soul jar once and for all. The Legacy (Psyche): A Marked cultist has been given a unique gift — a red crystal-shard necklace that embodies a fragment of power from the Fallen dark lord he worships. The item bestows infernal power upon those who wield it. Additionally, it has the unfortunate side effect of intensifying the darkest impulses residing in the bearer’s heart. The cultist uses a new age occult bookstore as an inconspicuous base for his operations, furthering the plans and spreading the influence of his dark lord. One evening, the cultist is brutally murdered during a break-in burglary. In addition to making away with some cash from the register, the thief grabs the necklace. Unwilling to part with the trophy, the unwitting thief dons the necklace, hiding it underneath his shirt lest the object catch the attention of someone dear to the murdered cultist. Eventually, the dark power of the necklace overcomes the thief, who finds himself in possession of strange powers. Weeks later the thief is tormented with horrific hallucinations and an outpouring of his darkest proclivities — hate, anger, fear, and malice. Unable to control his impulses, the thief begins a murderous serial rampage. His actions quickly gain the attention of the Archangels, for his victims include Sentinels as well. Armed with the necklace’s powers, the mortal becomes a formidable opponent. Fearing the consequences of an item of such power, a Tsaba is sent via Prophetic Revelations to locate the killer and destroy the necklace. Meanwhile, another cabal of Marked cultists begins their search for the man and his cursed artifact as well. They hope to locate the necklace so its powers can be harnessed for their own evil ends. Double Exposure (Science and Nature): Prophets looking to run a Prophecy in a darker, dystopian future (perhaps 50-60 years from the present day) might consider having the Sentinels’ Prophetic Revelations become haunted by a vision of identical blonde-haired twins, who have had their eyes surgically removed. The player characters are then beckoned to investigate the Max Planck Institute in Munich, Germany. Following their visions, the Sentinels eventually discover the biogenetics facility. Within the walls of the Institute, identical twins are subjected to a new study of race science experiments. The Legion have kidnapped the children in order to have Marked scientists determine the possibility of creating a hereditary race of Nephilim from genetic samples. The project is based on Josef Mengele’s hideous experiments conducted in the concentration camps during WWII. Using his lost notes, the Marked doctors intend to inject one of the pair with
the genetic strands, while the other twin serves as nourishment for his brethren. The goal is to alleviate the Nephilim’s hunger for their own kin by feeding it flesh and blood nearly identical to its own. The Sentinels must rescue the children from the clutches of the Marked doctors and destroy the monstrous anomalies of previously failed experiments. THE TIME OF TRIBULATION PLOT HOOKS Conspiracy Theory (The Supernatural): Reports of a coordinated assassination attempt upon three Russian world leaders flood the airwaves. The citizens of the Volga River region, Muscovy and Tobolsk are up in arms, even though confirmation of their leaders’ deaths have not been revealed. As chaos and rebellion floods through the nation, news of the assassins’ failed endeavor soon calms the tension. Like everyone else across the globe, the Sentinels watch the live telecast of the event. During a local reporter’s bulletin, the television begins to go erratic. Strangely, the newsperson’s voice changes as she pronounces in a guttural voice; “Behold, I am against you, O Gog, prince of Rosh, Meshech and Tubal.” Then as if nothing happened, the reporter resumes as normal. Inquisitive Sentinels discover through research and later visions that the names uttered by the reporter are actually tribes of ancient people who ultimately settled within the regions where the assassination attempts occurred. Days later, a Russian reporter contacts the Tsaba, pleading that they meet with him at an arranged location. When they arrive, the Sentinels find the reporter dead in an alleyway, decapitated. However, a key hidden on the corpse’s body leads to a train station locker where a digital video file holds footage of one of the alleged surviving Russian leaders being transported to a waiting ambulance. However, the massive trauma to his head makes it apparent that survival was impossible!
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The Russian leaders, after being murdered by a Scythian assassination swarm, had their identities stolen by Telal. With the wicked warrior Demons now commanding Russia, the foundation for a new Beast Kingdom has been established. Before the truth can be revealed to the media, the Sentinels discover that they are now the targets of a Scythian hunt for the video file. The Prodigal Sons (Psyche): As the Legion’s Demonic and mortal minions begin paving the way for the Antichrist’s ascension to power, the unthinkable has happened — Michael has fallen. Every Sentinel living and fighting on Earth immediately feels the repercussions of such a horrific turn of events. To some, it is as if their very souls have been ripped asunder, while others have managed to temporarily subdue the unfathomable mental and emotional torment. Those unable to come to terms with the apparent demise of God’s champion are ripe for infernal provocation. Without direction or purpose, many Sentinels (especially Michaelites) begin to heed the tempting whispers of Satan and the Fallen, forsaking God and quietly owning allegiance to the Legion. Reckoning that God has abandoned them in their darkest hour, the fallen Sentinels unleash their vengeance upon those still fighting for Him. Those still with God are charged by the remaining Archangels to root out the fallen Sentinels and either bring the wicked before God’s justice or redeem their lost brethren. Michaelites during this event find themselves unable to recover Grace for any reason and lose the Watcher’s Warning. However, some are accepted into the Orders of the other Archangels and receive new Blessings as well as the ability to gain a new Celestial Divinity. Baptism by Fire (Science and Nature): The Sentinels experience a Prophetic Revelation . . . “And an angel took the censor and filled it with the fire of the altar and threw it upon the earth.” — Rev. 8:5 Realizing that a major metropolis dominated by the Legion will be the target of a firestorm the Sentinels infiltrate the city, warning those faithful to God of the impending doom. After avoiding the Legion’s border sentries, they find a safe-house where the faithful have congregated. Convincing them of the prophecy’s veracity, the followers of God agree to leave the city. Before the exodus can be put in motion, however, the firestorm begins. Brimstone and flame hail from the sky, destroying anything and anybody in its path. Ambitious to save the faithful, the Sentinels use the subterranean tunnels constructed below the city to transport them to a sanctuary outside the city’s borders. However, the tunnels are no secret to Satan’s minions, who also seek refuge underground until the storm subsides. In a fight for survival, the Sentinels must lead the faithful to safety, avoiding the Legion, as well as the vengeful forces of nature. TIME OF THE SWORD HOOKS False Faith (The Supernatural): “. . . I will show you the condemnation of the great harlot . . . with whom the kings of the Earth committed fornication . .
.and I saw a woman sitting on a scarlet beast, full of blasphemous names, having seven heads and ten horns . . . I saw the woman drunk with the blood of the saints and with the blood of the martyrs of Jesus.” — Rev. 17:1-6 The Antichrist is firmly entrenched as the world’s most supreme power and thus begins his campaign to usurp the world’s old religions and their spiritual institutions. As part of that effort, the Whore of Babylon, Tiamat, arrives on Earth, claiming to be the spiritual voice of a New Age. Known only as the Jezebel Queen by the millions who follow her doctrines of perverse lust and sexual violation, this new religion provides a spiritual outlet for the troubled and tormented masses. Tiamat’s infernal minions, the Galal and Lilit, seductive demons that respectively assume the shapes of handsome men and alluring women, seduce mortals with sexual intercourse. Through this method of gaining converts, Tiamat and the Antichrist hope to challenge the faltering religious institutions further. Through a Prophetic Revelation, the Sentinels are able to correlate the false prophet Jezebel to the prophesied Whore of Babylon. The player characters decide to infiltrate the cult as gullible disciples in order to uncover its true motives and the fate of the lost believers. Once within, the Sentinels’ own faith is threatened, as they struggle to abstain from the carnal temptations and idol worship presented to them by the Whore incarnate. Only when they and those assumed missing become subject to a group sacrifice in honor of the false god, Tiamat, do the Sentinels realize the true horror that they are about to face. However, since a direct confrontation with the Whore of Babylon is sheer folly (not to mention suicidal), the Sentinels must find a way to bring down the church from within. The Innocence of a Child (Psyche): God is putting the Sentinels to the ultimate test. During a Prophetic Revelation they learn that a mortal woman will soon give birth to a child of light. Should the baby survive to maturity, it is prophesied to play a pivotal roll in the future struggle against darkness. And while God’s message is unclear, many left fighting for their lives on Earth think the child to be an incarnation of Michael or perhaps Christ himself. Fearing the worst, the Antichrist has dispatched Scythian death swarms to find and slay the woman before the child is born. A Tsaba has been commanded by God and His Archangels to protect the mother and her unborn child. Eventually, the Sentinels will realize they cannot protect the women by themselves and must seek other allies. Locating other Tsaba is relatively impossible, for during the Time of the Sword many are far too busy with protecting themselves, and dodging agents of the Legion. The only other source of aid can come from the Nazarenes, a secret order of mortals who act as knights for the word of Jesus Christ. Locating agents of the Sword of the Nazarene presents challenges as well, but for the moment it’s the Tsaba’s only hope. Once the Nazarenes can be found, they and the Tsaba must now bring the woman safely to Hallowed grounds, where she will await the birth of her child. The Sixth Trumpet (Science and Nature): The Seventh Seal has broken and with it the blowing of the first six trumpets brings about God’s judgment in the form of destructive plagues.
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Those mortal souls remaining who have renounced God and His laws (those with Taint) are known as the Wicked and judged as such. Debilitating diseases and illness is slowly killing nearly onethird of mankind. Untouched by the judgment of God, Sentinels still fighting for Him are forced to go underground, coordinating their efforts in the shadows of a blighted world. Any Sentinel who is specified as such is hunted and killed by a triad of adversaries: fallen Sentinels, agents of the Legion, and even the remnants of humanity they were sworn to protect. If God refuses to pass judgment on the fortunate then their enemies will do it themselves. A Tsaba finds itself the unfortunate targets of a citywide manhunt. With Legion agents, fallen Sentinels, and mortals stalking their movements, it’s a game of survival for the Tsaba as its members attempt to escape into the countryside. From there, the hunted Tsaba can begin the search for others who share their plight.
Inspirational Resources
RavenWolf, Silver. Angels: Companions in Magick. Llewellyn Publications, St. Paul, Minnesota, 1997. Reader’s Digest Association Inc., The. Illustrated Dictionary of Bible Life & Times. Pleasantville, New York, 1997. Spence, Lewis. Encyclopedia of Occultism, An. The Citadel Press, Secaucus, New Jersey 1960. Tudor, Andrew. Monsters and Mad Scientists: A Cultural History of the Horror Movie. Basil Blackwell, Oxford, 1989. Van Der Toorn, Karel, Dictionary of Deities and Demons in the Bible, Brill, 1999 Van Kampen, Robert. Sign, The. Crossway Books, Wheaton, Illinois, 1999. Weinstein, Marion. Earth Magic: A Dianic Book of Shadows. Earth Magic Productions, New York, 1994
The following resources have proven influential and inspirational in the creation and design of The Seventh Seal. Prophets are encouraged to utilize these resources and others to familiarize themselves with the genre and themes contained within The Seventh Seal: Roleplaying Game of Biblical Horror.
Whitcomb, Bill. Magician’s Companion, The. Llewellyn Publications, St. Paul, Minnesota, 1996.
Books: Fiction Blatty, William Peter. The Exorcist (A classic look at possession that deals with rediscovering faith in the face of evil)
Books: Non-Fiction The Holy Bible. King James and New International Versions Agee, M.J. Revelations 2000. Avon Books, New York, 1997. Birch, Desmond A. Trial, Tribulation & Triumph. Queenship Publishing Company, 1997. Carroll, Noel. The Philosophy of Horror or Paradoxes of the Heart. Routledge, New York, 1990. Catholic Press Inc., The. The Holy Bible. Chicago, Illinois, 1950. Davidson, Gustav. A Dictionary of Angels including the Fallen Angels. The Free Press, New York, 1967. Lawrence, Richard. The Book of Enoch. Wizards Bookshelf, 1998. Lenormant, Francois. Chaldean Magic: Its Origin and Development. Kessinger Publishing Company, Montana, U.S.A. Levine, Mark L. and Eugene Rachlis. The Complete Book of Bible Quotations from the Old Testament. Pocket Books, New York, 1996 Mack, Carol K. and Dinah Mack. Field Guide to Demons, Fairies, Fallen Angels and Other Subversive Spirits. A. Henry Holt and Company, New York, 1999. Matthews, Boris. Herder Symbol Dictionary, The. Chiron Publications, Wilmette, Illinois, 1990.
Brooks, Terry. Running with Demons, Knight of the Word, and Angel Fire East, Random House, 1998, 2000, 2001. (The John Ross series deals with a man gifted with divine power and driven to combat the forces of evil in the world. An example of a high fantasy style setting for a Seventh Seal game.) Jenkins, Jerry; La Haye, Tim. Left Behind (The early books are classic examples of a Prophecy run in the Time of Tribulation, while the latter volumes are clearly set within the Time of the Sword.) Lewis, C.S. The Screw Tape Letter. (Demonic advice from one demon to another, detailing the Legion) Milton, John. Paradise Lost (Satan, from a sympathetic view.) Peretti, Frank. This Present Darkness and Piercing the Darkness, Crossway Books, Wheaton, Illinois, 1986, 1989. (Both of these books revolve around the idea of a great battle being waged between the angels of good and the forces of darkness. They provide interesting images of the Legion that could prove inspiring for Prophets when creating their own antagonists.)
Movies Bless the Child, Paramount, 2000 (A divine child and her guardian become the targets of a Satanic minion.)
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End of Days, Universal Studios, 2000 (A cop seeks retribution and overcomes guilt by combating the ultimate embodiment of evil.) Frailty, Lions Gate Films, 2001 (Flashbacks of two brothers who witness their father murder people whom he claims are demons.) Lost Souls, New Line, 2000 (A former victim of Satanic possession dedicates herself to fighting evil.) Rosemary’s Baby, Paramount, 1968 (A young woman experiences hallucinations which leads her to believe that she is being impregnated by her husband so that their baby can be used in the cult rituals of their creepy neighbors.) Stigmata, MGM Studios Inc., 2001 (A Vatican investigator is sent to confront a force that has taken control of a young woman suffering from stigmata.) The Body, Lions Gate Films, 2001. (This movie starring Antonio Banderas is a good example of what a man can go through when the foundations of his faith are threatened by hard evidence of the existence and death of Christ.)
The Devil’s Advocate, Warner Bros., 1997 (A young defense attorney who has never lost a case struggles to overcome the temptations of fame and fortune offered by an incarnation from Hell.) The Omen, 20th Century Fox, 1976 (A wealthy family receive signs that their son is the embodiment of the Antichrist.) The Prophecy Collection, Buena Vista Home Entertainment, 2000. (In this series of three films, the angel Gabriel serves as the central focus of a battle against the agents of darkness.) The Sentinel, Universal Pictures, 1976. (Model, Alison Parker learns that the Brooklyn Heights house where she rents an apartment guards the gateway to Hell.) The Seventh Sign, Columbia Tristar, 1988. (Strange occurrences fulfill ancient prophecies. A stranger haunts a young woman whose unborn child is fated to halt the end of the world. Biblical catastrophe at its best.)
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For many mortals living in the New Millennium, the perceived motivation for committing evil stems entirely from the simple desire “to do evil.” While one can perceive an evil act because of the consequences, those who commit them are normally driven by much more paradoxical and complex desires. Describing Satan and his Legion as doing “evil for evil’s sake” is intrinsically erroneous because the Legion and its minions are ultimately multi-layered in their motivations. Satan and those he commands are creatures of hatred and self-aggrandizement, but can ultimately justify their actions. The Legion’s minions — from Satan to the lowliest entity in the hierarchy — have rationalized and justified the events that gave them their station. God’s proclamation that the Legion is a wicked abomination to be abhorred is of no consequence to them. In fact, many who march under the banner of Satan do so because they see the Dark Prince of Hell as a righteous rebel, a freethinking anarchist against God’s stifling laws and cruelty. Whereas those that serve the Lord learn to trust in his guidance, the agents of the Legion trust no one. The only certainty the Devil’s agents have is the knowledge that they will suffer untold pains should they fail in their tasks and thereby weaken the struggle against God’s domination. Demons are mutable creatures, able to grow in strength, wit, and foresight by the intake of souls. Each and every entity that rallies under Satan does so with the understanding that should he fall, another will quickly rise to take his place. Should he falter, there is always room for punishment in the depths of Hell. The Legion is indirectly responsible for most of the world’s ills by facilitating original sin. Through subtle machinations and tempting whispers, Satan and his army have played mankind like puppets ever since and continue to do so with each passing day. The question is, why? If John the Divine’s Revelations are indeed true, and God will destroy the Earth when the Antichrist gains ascendancy, then what’s in it for them? Some speculate that Satan is spiteful and hopes to destroy the pleasure that God gains by His creation. Others hold to the conjecture that Satan wishes to return to God’s side and, by destroying the world, he will rejoin the eternal spirit of God and retake his place in the Divine Plan. The motivations are blurry at best, but they are there nonetheless.
The Legion thrives on human anguish and confusion, and takes delight when the human spirit turns away from its creator to pursue mortal sin with open arms. Hunger and revenge for the one that cast them from Heaven fuels their motivations in part, as does their bitterness, which stems from many diverse causes. The Legion resents loyal Angels and Sentinels as sheep and cowards. Ultimately, those who pledge allegiance to the Legion are so far gone in their own arguments and hatreds that they will do anything to strike back at Heaven and, unfortunately, that means the victimization of the billions of souls that live on Earth.
Hell: Dante’s Inferno or John’s Allegory “But the fearful, and unbelieving, and the abominable, and murderers, and whoremongers, and sorcerers, and idolaters, and all liars, shall have their part in the lake, which burneth with fire and brimstone.” — Revelation 21:8 In The Seventh Seal, Hell is not as easily defined as John proclaims in the Book of Revelation, nor is it a place easily categorized into neatly definable circles as illustrated in such illustrious titles as Dante’s Inferno. Rather, Hell is a place that is both there and not there, a paradoxical, otherworldly region that is order and chaos, structure and anarchy. Hell is an ethereal realm with a strict hierarchy. However, that’s not to say Hell is a place without definable regions. Satan’s kingdom is based on position, status and prestige to control Hell’s innumerable schemes. Satan sits atop this vast bureaucracy on his Infernal throne, directing the many plans and commanding those below him. Hell serves as a place where the souls of the damned are relegated to a life of torment and inhuman tortures. It is where the Fallen and other Demonic entities plot their schemes and from which diabolic monstrosities are borne out of hatred and spite. The many layers of Hell are extremely unstable; prone to flare-ups of rebellion and cracks formed by clandestine alliances.
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Hell is rife with jealousy, paranoia, and ambition on a scale grander than any human experience. Satan commands through fear (for there are punishments that make even the greatest of Demons overcome with fear and dread) and the simple fact that he is the single most powerful individual in the Abyss. Perhaps Satan plays his minions against one another, so that an organized rebellion against him will never occur as it did in Heaven. The irony might be too much for him to bear!
The Deceitful Trinity
appetite and penchant for unbridled lust. She delights in temptation, subversion, and masochism. Tiamat was the first of the Nephilim to escape the fires of Hell when Satan and his minions were cast down from Heaven. Cloaking her true serpentine form with the mortal Guise of the Jezebel Queen, Tiamat anxiously awaits the Antichrist’s arrival. Together, in an unholy consummation of sin and lust, the Infernal lovers will spawn Demonic hordes to fill the ranks of Satan’s Legion and spread across the earth like an Infernal deluge.
Utilizing the Trinity
“Then I saw another beast, coming out of the Earth. He had two horns like a lamb, but he spoke like a dragon. He exercised all the authority of the first beast on his behalf, and made the Earth and its inhabitants worship the first beast, whose lethal wound had been healed.” — Revelation 13:11-18 Even though Hell has been described as a place of uncertainty and discord, it would be sheer folly to assume that order is nonexistent. Satan’s realm epitomizes the power structure model of tithes and tax. To quote C.S. Lewis, it is a place of, “earthly parallels, an official society held together entirely by fear and greed . . . [Hell] is something like the offices of a thoroughly nasty business concern.” At the top of this chain of command is the Deceitful Trinity — composed of Satan, the Antichrist, and Tiamat, the Whore of Babylon. It has been two thousand years since the Devil manifested in physical form upon the Earth. However, he now confines himself to the flames of the Abyss, where he continues to manipulate the Legion and oversee the machinations that plague human souls with sin and indulgence. He waits patiently in anticipation for the day when the mortal world will fall under his dark reign and his pride can be justified by proving that he owns dominion over God’s creation. Once an Angel of perfection, Satan is now the epitome of lies, deceit and treacherous betrayal. He is hubris incarnate. His iniquitous strength is unimaginable and unmatched by anyone or anything else in existence. Satan’s True Form is something of an insinuation and he has swathed himself in many guises, perhaps another manifestation of the once brilliant Seraphim turned deceitful renegade. He has assumed the form of a serpent, a horned dragon, a handsome man, and even that of an innocent child to name but a few. Whether he has ever revealed his True Form since the Fall is pure speculation, and perhaps he likes it that way. It is prophesied that the Archangel Michael will be removed from his Celestial office at the end of days, which will subsequently open the gates for Satan to incarnate on the Earth as the False Prophet, the second power in the Deceitful Trinity. The conception of the Antichrist and his manifestation is still unclear, much to the chagrin of God’s army. Whether it is the seven-headed, ten-horned dragon of Revelation or one of the Six Beast Kingdom’s rulers reincarnated, the Antichrist’s ascension will mark the beginning of Armageddon and the final conflict between the forces of good and evil. The third member of the Trinity, Tiamat, is less reserved than Satan with regards to meddling in the affairs of humankind. The Whore of Babylon plagues the Earth with her perverse sexual
The Deceitful Trinity should rarely, if ever, be introduced directly into a Prophecy. Satan prefers to oversee the Grand Scheme from his throne in Hell. That is not to suggest that he is fearful of directly encountering a Sentinel or Archangel on Earth. Rather, it is through mortal souls and for mortal souls that Satan strives to defeat God and His blessed forces of Heaven. Satan also prefers that his agents roam free about the mortal plane in deceitful Guise, tempting mortals to the darkness that is present in all things and by aiding the Marked infect their brethren with the taint of Satan’s pride. Despite the lofty ideals of tempting humanity with sin, Satan is largely required to direct his minions from Hell by obligation. If he did not, the factions of Hell would waste far too much energy fighting for dominion over the Infernal realm, which would weaken their position on Earth — it is for this reason that Satan maintains the hierarchy, and rewards his agents by deeds and promises, and most importantly, souls! Prophets also need to keep in mind that the Antichrist will not be encountered in the Time of Uncertainty (see Chapter Six), as he has not yet ascended to the mortal plane. And while he may be walking the Earth during the Time of Tribulation, he does so under a powerful Guise, one that most Sentinels will be unable to pierce. It is only during the Time of Swords that Sentinels will have any chance of encountering the Antichrist in the open, but even then he will be a force unlike any other. To weaken Satan and the Legion, it is best to keep the souls of humanity safe, for that is the fuel of their iniquitous spite. Tiamat, while largely inaccessible to most Sentinels (and even then, experienced ones should use extreme discretion), is more apt to directly intervene in the affairs of mortals. Even before the Time of the Sword — an epoch wherein she establishes the Liberation Church, a new religious order that evangelizes the notions of unbridled, deviant lust and lechery — Tiamat has her fingers in everything carnal. Her and those she commands, the Galail, entice man with mortal desire and eroticism into Hell’s Infernal embrace. In the Enuma Elish, Tiamat is portrayed as a she-dragon, with feminine arms and nimble fingers ending in hooked ebony talons. While this may be her True Form in the Abyss, on Earth the Whore of Babylon prefers to walk about in the guise of a stunning, dark-haired beauty. Mortal men find her curvaceously perfect physique, jet-black curly tresses, and piercing eyes all but impossible to resist and her plots know no bounds when it comes to men’s hearts. The culmination of the trio’s Infernal power will eventually result in the ascension of the Antichrist to Earth. Until those events transpire, however, it is unlikely that any of the Deceitful Trinity will risk their sovereignty over the Legion by going toe to toe with God, His Angels, and the Chosen Elect.
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Marked Characters The Seventh Seal core rules are intended for players wishing to play Sentinel characters on the side of God. However, the rules presented here in Chapter 7 have enough detail to allow for the creation of detailed NPCs. Future publications will allow for player characters on the opposite side of the war (allied to the Legion), with advanced and specific rules to compliment the expanded setting information.
The Infernal Essence “The patient in spirit is better than the proud in spirit.” — Ecclesiastes 7:8 Agents of the Legion bear wicked powers and abilities specific to their outlook and goals. Whether spawned within the dark recesses of Hell or corrupted by the deceit and temptation of evil, those who fully embrace Taint abandon any thoughts or intention of harboring a clean spirit. They adopt the Infernal power within their essence, and hence suffer massive changes to their very being. While much of the Legion’s background has already been described elsewhere, what follows are those traits and Infernal powers specific to Demonic entities, the Marked and Sorcerers, as well as mortals who have fallen from God’s Grace.
Infernal Aspects Demonic entities and other evil beings allied to Satan’s forces have some of the same Aspects as Sentinels. Body and Mind Aspects are exactly the same and represent identical influences as previously explained in Chapter Three. However, Spirit Aspects differ once a person is Tainted. Whereas Sentinels and most mortals are characterized by the traits of Faith, Inspiration, Aura and Soul, Demons, the Marked, Sorcerers, and those who have lost the light of God are distinguished by Avarice, Malice, and Darkness. Demons have an Aspect that replaces Soul called Entity. Entity is reserved for true Infernal beings. Additionally, Demonic Aspects are rated on a scale of 1 to 20, thirteen points higher than a mortal’s maximum. Humans never lose their Soul — it is either pure (with Grace) or impure (with Taint). The Aspect Conversion Table below shows the relationship of beings and their relevant Spirit or Infernal Aspects:
• Avarice represents a being’s self-regard and selfish outlook. Avarice is the antithesis of Faith. It is a dark belief system wherein the Tainted trusts no one and nothing except it’s own perception and the gains that can be had by following its emotions. While an Infernal being’s plans undoubtedly further Satan’s agenda, it is primarily concerned with its own status and position, whether in Hell’s hierarchy or the earthly realm. Avarice has a great influence on an entity’s Infernal powers. • Malice is an outlook symbolizing a deep-seated resent and disdain for God’s creation. This trait represents the burning hunger for revenge and bitterness for being denied the Grace of God. Lecherous and malicious decay festers within the hearts of the Legion and those in the shadows of God’s light. • Darkness is the destruction and replacement of a being’s Aura as it is overcome with sin. Rather than having an intuitive, empathetic relationship with creation, the unseen emotional relationship of a being becomes a black pit that parallels the Abyss. Those with high ratings in Darkness give off “bad vibes” and cause general unease in others within their presence. The tangible effects of having a high Darkness rating is often offset with a Demon’s Guise, but Prophets are urged to use this trait to add atmosphere to unsettling and horror filled encounters. • Entity represents a Demon’s life force and sheer power. Demons have no souls, so this Aspect is reserved for non-mortals and supernatural creatures. Those with a strong Entity rating are resolutely tied to the Infernal influence that Satan wields over Hell. Those with weak Entity are less tied to the mortal realm and are easier to banish back to the Abyss. Entity is vital to the ability of a Demon to work plots on Earth and have lasting effects in the mortal realm. MODIFYING SPIRIT ASPECTS TO INFERNAL ASPECTS When a Sentinel or mortal loses all his Grace (from his total, not temporary loss from spending Grace on re-rolls etc.), he has a certain number of days to perform an Act of Sacrifice before modifying his Spirit Aspects to better serve Satan with Infernal Aspects (the loss of Grace is detailed in Chapter Four on page 74.). If an Act of Sacrifice is not completed in the given amount of time, then the character changes his Faith, Inspiration and Aura to the related Infernal Aspects. Soul always remains the same. The conversion table above shows which Spirit Aspects correlate to the new Infernal Aspects. The new Infernal Aspect rating is equal to the Spirit Aspect rating subtracted from seven. (7 - Spirit Rating = Infernal Rating) However, do not modify Soul! Therefore, people who are weak spiritually make excellent candidates for the Legion’s forces, a ploy and seduction that the Legion uses often in its fight to gain more souls to further its
Spirit/Infernal Aspects SPIRIT ASPECTS Faith
INFERNAL ASPECTS FOR MARKED OR TAINTED HUMANS Avarice
INFERNAL ASPECTS FOR DEMONS Avarice
Inspiration
Malice
Malice
Aura
Darkness
Darkness
Soul
Soul
Entity
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plans. The exact amount of time that passes during the transition from Spirit to Infernal Aspects is up to the Prophet. For very dramatic shifts in outlook, it can happen immediately, while other Prophets might opt for a grueling internal battle that inevitably results in a person being overcome with Malice, Avarice, and Darkness. Example: Anthony has the following Spirit Aspects: Faith 2, Inspiration 1, Aura 4, & Soul 2. He is lured by a Demon to behave immorally and after several months of poor decisions loses his total Grace. He fails to perform an Act of Sacrifice and refuses all attempts by those who care about his well being to get his life in order. Anthony undergoes a shift in outlook, gains a point of Taint and modifies his Spirit Aspects to Infernal Aspects. He changes Faith to Avarice, giving it a rating of 5 (7 - 2 = 5). Inspiration becomes Malice, with a rating of 6 (7 - 1 = 6). Aura fades away into Darkness, which now has a rating of 3 (7 - 4 = 3), and his Soul remains the same, with a rating of 2. Note that if a character has Faith, Aura or Inspiration at a rating of 7 (normally the mortal maximum), he cannot be properly corrupted and perishes instead as the Infernal Aspects eat away at his Spirit. His Soul becomes a ghost or unquiet spirit, forever trapped to walk the Earth, and denied the eternal peace of Heaven and even the damnation of Hell. It is common for souls that have undergone this transformation to quickly go insane, hence the disturbing encounters that are so common with the restless. There are many mysteries surrounding the restless spirits and those in limbo, many of which will be explored in the future. Example: Ronaldo was a man of extreme Faith (with a rating of 7). Unfortunately, after his wife and two young children died in a terrible car accident, he lost his passion in life and ended up on the street. He quickly became addicted to drugs and soon lost all of his Grace. With no one to help him out of his ordeal, Ronaldo fell victim to the dark touch of Taint. However, with his Faith at 7, he could not see himself as better than God, simply unable to understand the Creator’s motivations for taking away all that he ever cared for. If Ronaldo’s player does the math, 7 - 7 = 0, he can never be properly lured to Hell. Of course, he can’t be allowed entrance to Heaven either, and hence is stuck in limbo after falling ill and perishing due to the pain in his heart. Ronaldo now haunts the gravesite of his beloved family, and torments anyone that comes near. A sad ending to a man who once held so much promise.
Those with high Taint ratings trade power with the immediate danger of opening their bodies to possession and Demonic control. For mortals, it is only possible to acquire Taint upon losing the Grace of God (represented by the lack of total Grace in the system). All beings have the ability to acquire Taint, including Sentinels. Demons and Demonic entities are “born” with Taint. Taint is rated on a scale of one to six and listed with both a total and temporary category (much like Grace). In most cases, a being with Taint spends temporary Taint, while Spiritual Conflicts and other major events in the game can result in the loss of total Taint. Taint is recovered up to his maximum total each time the person or being performs an immoral act of some kind (the opposite of an Act of Sacrifice). Demons increase their Taint rating by acquiring souls (through Soul Consumption). Marked and Sorcerers increase their Taint, at the Prophet’s discretion, over the course of a Crusade. Future supplements will deal with Taint increase for Infernal player characters. Taint has tangible in-game effects and can be spent to various ends. Below are several ways that a being can use Taint. • A point of Taint can be spent to re-roll all the dice in the last action a being attempted. Only one Taint point may be spent for the same action, so if the second roll is unsatisfactory, the character must accept the result. • A Demon or Marked may give a point of Taint to a mortal with Grace, disguised as a “favor.” The being giving the Taint rolls Darkness + Conspiracy versus a DR equal to the receiving person’s Willpower. At the Prophet’s discretion, the DR can be adjusted by plus or minus 1 based on previous relationships (such as lover or enemy) and specific circumstances (if the person is under pressure or literally asking for help). If the point of Taint is transferred successfully, the receiving person can use the Taint as an automatic success to any action within a week. Once the action is completed and the success occurs, the person who received the favor also loses a point of his total Grace for accepting a gift from Hell. The being giving the Taint normally disguises the favor with kind words of support and acknowledgement that bolsters the character’s self worth and ego.
Taint “The land is full of bloody crimes, and the city is full of violence.” — Ezekiel 7:23 Taint represents the sin that resides in a being’s core, as well as his distance from God’s Grace. While all beings are capable of sin, those with Taint are consumed by its touch. Taint thus also determines how close a person or being is to Hell, however there are some differences based on whether the tainted being has Soul or Entity.
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Example: Hannah is about to write a thesis for her PhD. Unfortunately, she is dating a Marked agent of the Legion and he acts as her study buddy and support. He tells her that the people reading and assessing her thesis are fools and that her self-confidence and personal hard work will ensure her future success. He also offers Hannah some sexual rewards at the end of the day in the form of a lust filled evening. The Marked agent makes his Darkness + Conspiracy roll versus Hannah’s Willpower (while they have sex) and succeeds. Hannah later goes to make her Logic + Humanities roll as she writes her thesis, but uses the Taint point “favor” instead for an automatic success. Hannah aces her thesis with stellar reviews, and gains much recognition from her peers. However, she loses a point of total Grace as punishment. She prides herself on a job well done and goes to celebrate her great accomplishment with her boyfriend who is more than pleased with his efforts.
• Demonic entities can use Taint to heal a single Life Level of damage (any kind) on a one-to-one basis. • Demonic entities can spend Taint to increase the DR of any actions taken directly against them by one point, including in combat. Each point of Taint increases the difficulty by +1 DR for one Action Phase. In other words, someone shooting a Demon normally rolls versus DR 4, but if the Demon spends two points of Taint, then the difficulty rises to DR 6 instead. • Demonic entities can give a Sorcerer a number of temporary Taint points up to double the Sorcerer’s total (if the Sorcerer normally has 4 points of Taint, he can accept up to 8 points maximum). This requires no action, requires line of sight and occurs immediately. The Sorcerer must use whatever Taint exceeds his normal limits within a minute or suffer a Life Level of Incorporeal damage per extra point remaining. All transferred Taint is lost after the minute expires. Demons often use this to their advantage, especially when fleeing a losing conflict. Taint transfers like this are something of a status symbol among Sorcerers, especially during dark rituals. Example: If the Sorcerer has a total of Taint of 4 with only 2 points remaining, he can accept 6 points from a Demon. However, 4 of those points (the amount over his total Taint) must be spent within a minute, or each excess point will result in a level of Incorporeal damage. At the end of the minute, all 6 points are dissipated. • Taint is a required cost on some forms of Sorcery and specific Iniquities (Demonic powers). • A point of Taint can be spent to see the Sphragis of a Sentinel.
Guise “Woe unto them that call evil good, and good evil; that put darkness for light, and light for darkness; that put bitter for sweet, and sweet for bitter!” — Isaiah 5:20 In order for Demons and other Infernal residents of Hell to walk amongst humanity, they must find a way to escape from the sentries that guard the Abyss, often through willing mortals and Tainted humans who summon them with Sorcery or allow for possession. Once they gain access to the corporeal realm, they must use the power of Guise, a supernatural mask that allows them to conceal their true nature and appearance. Guise is an artful craft, one that Demons use with cunning and wit to create an illusion to all those without the ability to pierce the lie. When a Demon manifests in material, it is either through the sheer force of will (only major Demons can do this and it is extremely taxing, so avoided for the most part), through Summoning rites, or by way of possession and dominance of a mortal host. In most cases, Demons come into being by bestowing powers to a Sorcerer and then slowly taking him over. At that point, the Sorcerer no longer exists and is lost completely, and the Demon thereafter uses the body as a vessel to maintain its Entity. Once the Demon’s form is complete (which is faster and more efficient if it takes over the body of a mortal), it gains the trait of Guise to hide its True Form. Guise only occurs after a Demon manifests on Earth, since there is no need for a Demon to guard its True Form in Hell.
The Demon must use Guise to keep its Entity from manifesting completely (and tearing the mortal body to shreds). When a Demon uses an Iniquity its Guise suffers ‘damage.’ Releasing the powers of Hell in the corporeal realm affects the Demon’s ability to protect itself and its True Form slowly peels away from reality. Each Iniquity has a listed Guise cost that must be spent when the power is used. As a Demon’s Guise lowers through the use of powers, the body that it inhabits suffers from the corruption of Hell and slowly reveals the Demon’s True Form. A Demon recovers Guise equal to its Darkness once per week. A Demon that has no Guise is in its True Form, but can still use its Iniquities. However, the raw powers of Hell are not meant to be used openly in God’s creation, hence it destroys the Demon’s Entity by the Guise cost with each use. The Entity loss is temporary, and is recovered slowly, but weakens the Demon in a very essential way. If a Demon’s Entity ever drops to zero, then it is banished back to Hell, where it takes some time to regain its strength and plot another visit to the corporeal realm. Normally, Demons that manifest in their True Form seek to escape instead of facilitating their own destruction. Note that this limitation on a Demon’s power to use Iniquities while in True Form is something that Satan wishes to remove in the future. Some prophecies claim that the coming of the Antichrist will hail an age where Demon’s will not suffer destruction of Entity by using their Iniquities while in True Form. Another frightening prophecy of the Antichrist’s ascension is the spontaneous incarnation of major Demons without the need for possession, in effect, unlocking the gates of Hell. Sentinels fear that day, indeed. To pierce a Demon’s Guise, the Sentinel makes an opposed roll using his Faith + Grace versus the Demon’s Guise rating. The number of successes gained on the roll determines how well the Sentinel sees the Demon’s True Form. Failure means nothing special is noted about the target of the attempt. It takes one Action Phase to make the attempt and requires the Sentinel to physically see the target. Only one target may be affected at a time. 1 success
The Sentinel is able to tell that the being in question is definitely inhuman, but no further information is forthcoming.
2 successes
The Sentinel knows how powerful the being in question is — the character should be told the Taint level of the being.
3 successes
The Sentinel perceives the being’s True Form, its general level of power (Taint and Entity), its status in the hierarchy, and may thereafter view it in Guise or True Form at will.
Banes and Destroying Demons “My days are like a shadow that declineth; and I am withered like grass.” — Psalms 102:11 Of all the Demonic traits that reflect agents of the Legion, Banes are the one thing they would rather do without. Banes represent vital weaknesses in a Demon’s essence, fractures that eternally plague them since the biblical Fall. Sentinels often spend
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weeks and months researching a Demon’s Bane, since it’s a surefire way to truly destroy them. Unlike traits such as Taint and Guise, Banes do not have numerical values. Prophets should require the Sentinels to discover Demonic Banes through diligent roleplaying and hands on experience. They are intended to be used as motivations for entire Prophecies and can lead to excellent opportunities for adventures and plot ideas. Each Demon has its listed Bane under its statistical profile. For this reason, it is best to keep the Demon’s stats away from player’s eyes, and Prophets are urged to develop unique and specific Banes for each Demon to further give them individuality and flavor. If a Demon is destroyed via one of its Banes, then it is truly destroyed and ceases to exist. Once its essence has been shattered and disseminated, the Demon is no longer simply banished to Hell for a period of time to rest and regroup. It is gone forever. For this reason alone, Demons jealously guard their Banes from Sentinels — as well as from other Demons! A Demon that is destroyed by means other than its Bane is simply banished back to Hell for a period of time listed below.
Banishment Duration HIERARCHY Demonic Lords
DURATION 21 - Entity = number of nights
Major Demons
21 - Entity = number of weeks
Minor Demons
21 - Entity = number of new moons
Unquiet and Servile Demons
21 - Entity = number of years
person adds a point of Taint to his total for free — which to some power hungry mortals is a fair trade! Demons tend to avoid using Soul Consume prematurely. Demons that leave trails of Soul Consumed mortals in their wake are easier to track, so they use discretion and keep different stocks of mortals from which to drain Soul points. One day they might be on skid row, while the next week might be spent rubbing shoulders with investment bankers. Of course, there are so many humans trying to “get ahead” that the world is quickly becoming an all you can eat buffet of souls, and hence some Demons are getting lax and are not taking the regular precautions. Demons have a strict, albeit ever-changing, hierarchy based on Entity and Taint. More powerful Demons (higher ratings in both those traits) can grant favors and resources to lesser Demons in exchange for Soul points as payment, almost like a pyramid scheme or interest rate for loans. In some cases, extremely influential Demons have a steady flow of “Soul income” that further increases their power with each passing day. Demon’s trade these points amongst themselves freely and grant them to followers; hence Souls are literally the currency of the Legion and a matter of great prestige. Demons can also transfer stored Soul energy to increase its total Taint by one point, but using Souls in such a manner can only be done once a month.
The Iniquitous Spirit “For we are not contending against flesh and blood, but against the principalities, against the powers, against the world rulers of this present darkness, against the spiritual hosts of wickedness in the heavenly places.”
Soul Consuming
— Ephesians 6:12
“Hell hath enlarged herself, and opened her mouth without measure.” — Isaiah 5:14 Aside from Iniquities and Sorcery, Soul Consuming is one of the most important powers a Demonic entity can possess. It is also the most feared. This inherent power (all Demons have this power) allows Demons to literally steal the soul of a mortal or Sentinel, thus reducing the victim to a sallow, lifeless husk. Once consumed, the Soul points of the victim are used by a Demon to attain Iniquities. In order to successfully drain the soul of a victim, the Demon must have some part in the person committing an immoral action. This is normally accomplished by granting a favor (often in the form of using Taint, see page 162), but can also be done with less overt means and exercised over an extended period of time. Demons often spend weeks guiding a person to behave immorally or persuading, intimidating, and blackmailing otherwise good people to stray from the light of God. Once the person performs the immoral action and they lose Grace (if they are not already tainted), the Demon makes an opposed Avarice roll versus the victim’s Soul. If the Demon gains even one success, it consumes a point of the victim’s Soul — permanently. The victim reduces his Soul Aspect by one point immediately. The Demon stores the Soul point and can spend it towards attaining another Iniquity, or save it to buy a new power once it has enough Soul points to spend (Iniquities are “bought” with Soul points). If a Demon Soul Consumes a person with Taint, that
Iniquities are diabolic powers bestowed upon agents of the Legion for their service to Satan. Unlike a Sentinel’s Divinities, Iniquities perpetuate pain, subjugation, malevolence, and suffering. Iniquities are exclusive to the Fallen and other beings with Entity. However, some Sorcerers can channel Iniquities by means of Demonology. Iniquities are not restrained or linear in division. Satan cares little for the abuse of power by his minions, and as long as he keeps any potential rebellions in check he is more than happy to bestow powers beyond a being’s control or discretion. Demons acquire Iniquities with Soul points by way of Soul Consuming (see above). The Iniquities are listed according to loosely categorized groups. Most Demons begin their Infernal existence with a number of Iniquities that defines their essence and role in the game. Demons gain additional powers by Soul Consuming. Prophets can customize Demons from their base statistics by modifying Iniquities in order to surprise players and provide unexpected twists to each and every encounter. Each Iniquity has a Soul cost. This is the number of Soul points required for a Demon to attain that power. Once the Demon has the Iniquity, it requires no further action to keep. A Demon can have as many Iniquities as its Entity rating. Therefore, a Demon with Entity 12 can have twelve Iniquities in its repertoire, and so on. A Demon that suffers a permanent reduction to its Entity must reduce the number of its Iniquities immediately. This can be done randomly or by the Prophet’s choice.
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Iniquities also have a Guise cost. The Demon must pay this cost in Guise points in order to utilize the Iniquity. Some Guise costs are listed as being “permanent.” This represents that with certain powers, the Demon’s Guise is permanently damaged, and hence its total Guise is lowered accordingly. Iniquities can be used at will, require no special focuses or incantations, and hence are deadly and extremely potent powers. Those who encounter a hostile Demon and live to tell about it tend to avoid repeating the affair. However, Sentinels don’t have that option, as they must continually face the Demonic in order to save humanity from the encroaching dominion of Hell on Earth.
Abhorrence Demons are well known for their ability to instill fear and terror into those who cross their paths. Through sheer presence alone, some Demons are able to drive people completely mad and overwhelm them with primal emotions of dread. Abhorrence is normally used in subtle ways, but can be utilized in direct confrontation to give the Demon and its minions an advantage. Even Sentinels are careful to not charge unprepared at a Demon, since not knowing thine enemy can often entail fleeing before the attack even begins. BALEFUL HOWL Soul: 8 Guise: 1 The wretched scream of a Demon’s howl is often enough to send both Sentinels and mortals fleeing for their lives. The Demon releases its howl, which extends for a number of meters equal to its Malice x 20. Anyone within this range must make a Willpower roll versus DR 5. The result of the roll is listed below. No Successes
flee as fast as possible for a number of minutes equal to the Demon’s Taint rating
1 Success
flee as fast as possible for a number of Action Phases equal to the Demon’s Taint rating
2 Successes Phase
flee as fast as possible for a single Action
3 successes
no action for a single Action Phase
4 or more successes
no effect
MALICIOUS GAZE Soul: 6 Guise: 1 The Demon can frighten others with a look, sending a cold chill into their victim’s very core. The Demon makes an opposed roll using its Malice versus the victim’s Willpower. If the Demon wins the opposed roll, the victim is dispirited by terrifying dread and suffers +1 DR of all actions for a number of Action Phases equal to the number of success. Six or more successes indicate an immense fear that causes massive internal trauma, forcing the victim to take a single Life Level of incorporeal damage. NIGHTMARES Soul: 13 Guise: 0 This Iniquity allows the Demon to send its victim hideous
and unsettling visions that plague him while he sleeps. The Demon must have made physical contact with the target within 24 hours prior to the Nightmares taking place. Once the subject awakens from the nightmare he suffers -1D to all Mind Aspects for a full day after the nightmare takes place. Victims with Taint tend to become increasingly irritable and have more likelihood of performing immoral actions than those with Grace. Demons use this ability to wear down the resolve of mortals and plant insidious thoughts via Dream Trance in tandem with Nightmares. REPUGNANCE Soul: 10 Guise: 2 An odious, detestable aura permeates the air around the Demonic entity. Anyone attempting to approach the Demon within 10 meters must make an opposed Willpower roll versus the Demon’s Avarice. Those who fail suffer a +2 DR to all further rolls while within the repugnant proximity.
Bellicosity The deformation of a Demon’s corporeal form allows it to create physical characteristics that inflict pain and suffering. While most Demons tend to use more subtle methods, oftentimes blatant displays of power are required to bring hell unto Earth and fight the Sentinels that defend it. BARBED TAIL Soul: 16 Guise: 2 (1 permanent) The Demon has a tail that can be wielded as a weapon. The tail deals Might + 2D incorporeal damage. Furthermore, it grants the Demon an extra attack without the standard multiple action penalty. Demons that have a Barbed Tail take -1D damage from falling due to the added balance it provides. The Demon’s Guise is permanently lowered by one after each use of Barbed Tail. CARTILAGINOUS DILATIONS Soul: 14 Guise: 2 (1 permanent) The Demon can manifest horns, claws and fangs that it uses to do battle. Demons often use these manifestations as intimidation tactics, but also for pure bloodletting carnage. Regardless of the precise form or shape the Cartilaginous Dilations take, the damage is Might + 1D of incorporeal damage. The Demon’s Guise is permanently lowered by one after each use of this Iniquity. CLOVEN HOOVES Soul: 18 Guise: 2 (1 permanent) Demons with Cloven Hooves can utilize them as blunt weapons when kicking an opponent, dealing Might + 2D of incorporeal damage. Additionally, Demons with Cloven Hooves double their normal movement rates. The Demon’s Guise is permanently lowered by one after each use of this Iniquity. CURSED IMPLEMENT Soul: 18 Guise: 2 (1 permanent)
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The Demon is armed with a weapon forged from Infernal fire. Whether it is a scythe, trident, barbed whip, or traditional sword, the weapon is a natural extension of the Demon’s dark existence. The weapon inflicts Might + 2D incorporeal damage and is limited to melee weapons. When not in use, the weapon is hidden under the Demon’s Guise, but can materialize instantly on command. FORKED TONGUE Soul: 10 Guise: 1 (1 permanent) The flicking, snake-like tongue can be used to blind anyone within 1 meter of the Demon. To execute, the Demon must successfully hit with an Agility + Melee attack roll, after which the victim is blinded for a number of Action Phases equal to the successes rolled (the victim does not get a resistance roll, since there are no damage dice). All tasks requiring sight are made a +3 DR.
following armor characteristics to resist damage: banal damage +1D; lethal damage +2D (Munitions); Agility Modifier -1 WINGS Soul: 20 Guise: 4 (2 permanent) Wings can be of almost any color, leathery and bat-like, translucent like an insect’s, or feathered. Whatever the type, Wings can carry the Demon at double its running speed, but through the air. The use of this Iniquity is anything but subtle, and hence the damage to Guise (represented by the high cost) is often a fair trade for some Demons with excessive pride in their True Form.
Dominate The Iniquities of Dominate are invasive and insidious. Unlike the Celestial Divinity of Compel, domination powers are used to control, subjugate, and exploit the free will of others. In fact, Demons who lack tact and persuasion prefer these methods of turning people away from God’s Grace and into the waiting arms of sin and perversion.
JUGGERNAUT Soul: 12 Guise: 3 Demons often have True Forms that are massive in stature and might. The Nephilim, for example, can stand between 12 to 20 feet in height, and can incorporate their natural ability into their corporeal vessels. Juggernaut adds 3 extra Bruised levels to the Demon’s Life Level track. Note that the Demon does actually grow larger or manifest its True Form, but simply uses the underlying essence of its being to protect its outward form. SHEATH Soul: 15 Guise: 2 (1 permanent) The Demon creates a protective armor, such as an exoskeleton, leather hide, scales, or heavy calluses. Sheath has the
ARTIFICE Soul: 12 Guise: 1 The perceptions of others can be falsely influenced by illusions and tricks of the mind. Demons use Artifice to confuse their opponents into embracing what is not real. When conjuring an illusion, the Demon rolls Avarice + Conspiracy versus DR 4. Anyone who interacts with the illusion accepts it as real, but active disbelief allows the victim an Inspiration + Awareness roll versus DR 4. If the number of success gained is greater than the Demon’s successes when the illusion was created, then the person sees the falsehood in the Demon’s creation.
Artifice # OF SUCCESSES 1
EFFECT Blurred vision and minor hallucination
DURATION One Action Phase
2
A static illusion appealing to one sense
One hour
3
A static illusion appealing to all the senses
One hour
4
An animated illusion appealing to all senses
One hour
5
An animated illusion appealing to all senses
One day
6+
An animated illusion appealing to all senses that can cause damage
One hour
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Artifice can be used against more than one target, equal to the entity’s Malice Value. The difficulty is the highest Reason in the group +1 for each additional individual the Demon is trying to deceive. DREAM TRANCE Soul: 20 Guise: 2 An entity using Dream Trance has the ability to haunt and influence others through nightmares and wicked visitations. Unlike Nightmare (detailed above), this Iniquity is used to actually control the victim through a dream. The Demon must have made physical contact with the target at some point during the previous 24 hours of the person going to sleep. To enter another’s dreams, the Demon makes an opposed roll using its Entity value against the target’s Willpower. If successful, the Demon can manipulate its victim to perform actions that would otherwise be morally uncharacteristic. The Demon allows the victim’s subconscious to experience the situation within the surrealistic imagery of slumber, while at the same time guiding the target’s somnambulistic self into carrying out the action in the waking world. For instance, while sleeping, the victim may have a lucid nightmare wherein he cuts off the paws of his cat. When the victim awakens, he finds his clothes are stained with blood, and realizes the horrifying truth. The victim of Dream Trance can attempt an extended Senses + Occult roll versus DR 5. The victim needs a number of consecutive successes equal to the Demon’s Malice to rouse himself and hopefully prevent otherwise tragic consequences. ENTICE Soul: 6 Guise: 1 The Demon places a person into a hypnotic state. The Demon needs to roll Avarice + Seduction versus a DR equal to the target’s Willpower. If the Demon succeeds, it can Entice its target into following its whim. Demons tend to use this method to befriend a person initially and slowly increase the intensity of the enticement. For example, initial attempts might lower a target’s inhibition, and persuade him to use a vulgar pick up line. After the Demon slowly wears down the person’s morality, it might increase the intensity and entice the target to perform sexual harassment, and later even kidnapping or rape depending on how far the person has come to accept the Demon’s wishes. Each enticement lasts as long as the victim is within the Demon’s presence. IMPETUOUS RAGE Soul: 16 Guise: 2 Demons with Impetuous Rage can incite violence and antagonism in the hearts of others. The entity makes an opposed roll using Malice + Seduction versus the target’s Reason + Grace. If the Demon succeeds, the victim’s tolerance is reduced and they will strike out verbally and physically against anyone near to him for a number of minutes equal to the Demon’s successes. People attack friends, shout obscenities at strangers, and perform any other ireful actions, such as smashing inanimate objects and causing general hostile disturbances. In an already angered person, this Iniquity can have tragic and fatal consequences, and it has been the reason behind many family homicides and public rampages.
MALEVOLENT UTTERANCES Soul: 16 Guise: 2 The Demon spews lies and logical untruths with the use of Malevolent Utterances. The things said by the Demon penetrate the psyche of those who hear it, thus weakening their Faith in God. As the Demon plants seeds of doubt in its audience, it rolls Avarice versus a difficulty equal to the victim’s Willpower or Faith (whichever is higher). For each success, the victim suffers a +1DR to all Faith rolls for an entire day. POSSESSION Soul: 13 Guise: 0 Of all the Iniquities bestowed upon agents of the Legion, Possession has brought infamy to the Infernal forces from the days of antiquity to the Time of Tribulation. Through this power, Demons occupy and control the body of another. Demon’s cannot possess a person if they already have a form with Guise. In order to possess, the Demon must be incorporeal, or have no Guise (exist in True Form), or contact the victim from Hell (often facilitated through Sorcerous rites). To make the Possession attempt, the Demon makes an opposed roll using the Demon’s Avarice + the victim’s Taint rating versus the victim’s Soul + the Demon’s Entity. The reason for the unorthodox “reverse rolling” is to represent that the Demon has an easier time possessing someone with lots of Taint. It is likewise more difficult for powerful entities to possess people on the corporeal realm. Lesser Demons have an easier time possessing people, hence are more common albeit susceptible to exorcism. Greater Demons and Dark Lords generally require Sorcery (through Demonology) to successfully possess others. If the Demon acquires a number of successes equal to or greater than the being’s Willpower + Soul, the Demon can take total control over the character and use the body as a vessel. However, this form of Possession requires the Demon to exhibit at least one of the Symptoms of Possession per week (generally on Sunday). If the Demon gains successes but fails to overcome the victim’s Willpower + Soul it has some control over the victim, but not enough to dominate completely. The Demon lies quiet in the possessed, and each time it wishes to act, it must perform one Symptom of Possession immediately afterwards. When a person is possessed by a Demon, the Body Aspects of the person remain the same, but Mind and Spirit Aspects become those of the possessing Demon. The awareness of the possessed is buried deep within the subconscious during times when the Demon takes over. Note that without Symptoms of Possession, mortals and Sentinels would have little way of learning whether a Demon has possessed a person or not. The symptoms work against Demons in this way, since it draws unwanted attention from God’s Chosen Elect. Symptoms of Possession Contort: The entity can force the victim’s body to contort in unusual and unnatural ways. Those witnessing the abnormal postures are stunned in fear for a number of phases equal to the Demon’s Entity value minus the Faith of those who witness the Demonic contortion. Unnatural Movement: The possessed moves with unnatural speed and motion, slithering like a snake, walking like a spider on
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walls, reversing its knees like a goat, etc. Additionally, the victim can add 2D to all rolls involving movement. Speaking in Tongues: The possessed victim speaks about the Demon within them but in archaic tongues. These words can lend clues about the Demon’s Bane and other such weaknesses, but are extremely difficult to translate. Anyone making an attempt must roll Logic + Languages versus DR 8 to even begin to understand what the person is saying. Indignity: The Demon shouts scornful abuses and malicious words in chaotic and frightening repetition. Anyone who witnesses this symptom must make Willpower or Faith rolls versus DR 6 or suffer +2 DR to all rolls during the rant due to fear. Blasphemies: The Demon speaks irreverently and impiously toward God and His followers. However, at some point during these words, the Demon must speak its True Name and the role it played during the Fall. Stigmata: The victim exhibits the marks of Jesus as a warning that they are under the effects of Demonic Possession. Their hands bleed as though posted to the cross, their forehead exhibits the signs of bearing the crown of thorns, their side is pierced by what appears to be a spear, their back shows signs of whip lashes, or their feet appear as though pierced. Only one of the above stigmata marks appears at a time, but it doesn’t go away until the Demon is exorcised. Each Stigmata mark causes the person a single Life Level of damage, hence there are five damage levels possible. Demon’s loathe this symptom because it limits their ability to use the victim and often attempt to leave once the person is incapacitated. Signs of stigmata are dangerous, but ultimately beneficial to a victim of Possession.
Evolution The Iniquities that fall under Evolution allow Demons to enhance their being to overcome obstacles and better deal with situations that can prove to be disadvantageous to others. DARK VISION Soul: 5 Guise: 0 The Demon can see in total darkness without penalty to actions. ENHANCED SENSES Soul: 5 Guise: 1 The entity can increase one specific natural sense (sight, hearing, taste, or smell). The specific enhancement lowers the difficulty by -1 DR to any Sense rolls that use the enhanced sensory perception. FLAGITIOUS TWIN Soul: 26 Guise: 6 A creature with Flagitious Twin has a self-defense mechanism that allows it to break into separate sentient duplicates of itself when it suffers physical damage. Upon losing a Life Level, the Demon can split into two versions of its original self. Damage suffered before the split is distributed evenly amongst the twins, who now act separately from each other. Both forms share the same Iniquities and other traits (such as Guise and Taint),
therefore Iniquity use that costs Guise is taken from a single source. The Body Aspects of the Demon are divided evenly between both forms also. If a Body Aspect is an odd number then one twin gets the higher value (for example, Might is 5 and the Demon splits in two. One twin gets Might 3, and the other Might 2). In order to banish the Demon, both twins need to be defeated. However, if even one form is affected by the Demon’s Bane, then both forms are destroyed immediately. INFERNAL STRENGTH Soul: 10 Guise: 1 This Iniquity empowers the Demon with additional strength. The entity gains a +2 to its Might for one hour. INVISIBILITY Soul: 16 Guise: 3 (1 permanent) The Demon becomes invisible at will but can still interact with the material world. It can also be physically injured; however, all attacks against the creature suffer a modifier of +3 DR. Mortals have no chance of seeing the invisible Demon, but Sentinel’s can use their ability to pierce Guise and see the Demon as a spirit-like silhouette. The Sentinel does not see the entire True Form of the Demon when invisible, but that doesn’t matter too much since generally only Demons can turn invisible in the first place! INVULNERABILITY Soul: 26 Guise: 2 Invulnerability grants the Demon +3D to resistance rolls involving one specific form of damage (ice, metal, fire, lead, flesh, etc.). The form of damage must be decided when the Iniquity is purchased, but can be purchased multiple times. Invulnerability does not defend against attacks that do incorporeal damage. LONGEVITY Soul: 33 Guise: 0 Demons with Longevity can sustain mortal vessels that they inhabit indefinitely and are unaffected by the natural aging process. Their appearance no longer shows signs of getting old, nor can they die from natural causes (such as kidney failure or heart attacks). However, those with Longevity can still perish from extraneous circumstances, such as physical wounds, and mental and spiritual damage. REGENERATION Soul: 33 Guise: 1 permanent Regeneration allows an entity to heal one Life Level of damage per Action Phase. Only banal and lethal damage can be regenerated this way. SHADOW WALK Soul: 11 Guise: 1 Darkness cloaks the Demon, providing suitable camouflage
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to hide at night or in dark shadows. Demons using Shadow Walk lower the difficulty to all Stealth rolls by -1 DR when sneaking or hiding in partial or complete darkness. SPIDER WALK Soul: 14 Guise: 2 This Iniquity allows the entity to adhere to sheer surfaces like a spider. The entity can move along walls with its normal movement rates, but cannot sprint. All attacks against a spider-walking entity are at +1 DR. Note that the Demon does not actually gain sticky fingers or minute hairs to cling to the walls, but rather is manipulating ethereal powers to perform magnificent feats of agility.
Malformation Sentinels aren’t the only ones who can control and shape the elements of Air, Earth, Fire, and Water. Agents of the Legion are able to twist God’s universal foundations into mockeries that fit their own twisted visions of reality. It is the destructive aspect of the elements that the Legion wields with unbridled disdain. CHILL Soul: 9 Guise: 1 A frigid, bone-chilling aura emanates from the Demon. Those within the 10 meter radius of the Demon feel its effects, and suffer a +1 DR to all physical actions. Even when the Demon leaves, it takes a number of Action Phases equal to the Demon’s Entity rating to dissipate. Note that this is an unnatural cold, and builds upon other environmental effects that might already be in place (like being locked in a meat freezer).
ELEMENTAL RESISTANCE Soul: 14 Guise: 1 Elemental Resistance protects the Demon from any one element (Air, Earth, Fire, or Water). A Demonic entity gains a +1D bonus to any Vigor roll when combating the ill effects of the chosen element. INFERNAL CONFLAGRATION Soul: 6 Guise: 2 Fire is the Legion’s plaything. A Demon with Infernal Conflagration can summon forth flames from Hell. The Infernal flames radiate outward from the entity’s body, quickly spreading until they engulf the target. To hit, the entity rolls Agility + Taint versus DR 4 for short range (5-10 meters), DR 5 for medium range (11-20 meters), and DR 6 for long range (21-30 meters). The flames do incorporeal damage equal to Entity +2D. This Iniquity can be used only once per Action Phase and does no damage to the Demon’s host body when used. In other words, the Demon can walk through its own fire. INFERNAL STORM Soul: 33 Guise: 3 Storms and inclement weather have often heralded the coming of evil. Skies rage, lightning strikes, and thick fogs blanket the area — all at the command of a Demon. To determine the intensity of an Infernal Storm, the Demon rolls Avarice + Taint versus DR 4. OBSCURING MIST Soul: 16 Guise: 1 A Demon with this Iniquity can summon a thick fog to engulf itself as a type of protective shield. The fog has a radius of 15 meters, with the center focused on the Demon. Those engulfed in the fog have their vision obscured and receive a +2 DR to all Sense rolls and attacks. Obscuring Mist lasts for a number of Action Phases equal to the Demon’s Entity rating. THORN BARRIER Soul: 15 Guise: 1 The Demon can summon a wall of thorns from the earth, preventing anyone from passing through it. The wall has a size of the Demon’s Entity in square meters and can be any shape. Those attempting to cross the barrier can do so at a quarter their normal movement rate, but suffer 3D lethal damage.
Numinous These Iniquities are mystical in nature. Iniquities under this category allow Infernal entities to conjure inhuman beasts, open gates leading to the Abyss, resist the powerful effects of Arcana, etc. ARCANA RESISTANCE Soul: 14 Guise: 1
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Magnitude of Infernal Storm # OF SUCCESSES 1-2
EFFECTS Drizzling rain. A thick fog creeps through the streets. Temperature fluctuates +/- 5 degrees C.
3-5
Heavy rain. All the above, plus forceful winds impede movement. Actions utilizing Body Aspects are at a +1 The skies rumble with thunder. Temperature fluctuates +/- 20 degrees C.
6-7
Violent storm. All the above, plus minor structural damage to buildings (broken gutters, cracked windows). Torrential rains and high winds. Actions utilizing Body Aspects are at +2 DR. Temperature fluctuates +/-30 degrees C.
8-9
A major storm. All the above, plus debris blows through the streets. Darkness fills the sky. Sense rolls and all Body Aspect rolls are at a +3 DR. Temperature fluctuates +/-40 degrees C.
DR.
10-12 13+
Major catastrophe. All the above plus streets flood and structures crumble as the earth shakes. Temperature fluctuates +/-50 degrees C. All Hell breaks loose! All the above, plus mixed weather patterns, such as soccer ball sized hailstones and blazing hot winds. Temperature fluctuates +/-60 degrees C.
This Iniquity protects the Demon from any Arcana or Sorcery used against it. The Demon gets +2D to Arcana and Sorcery resistance rolls (see pages 82 & 171 for details). HELL GATE Soul: 24 Guise: All The Demon is able to open a portal to the Abyss. The Hell Gate is summoned as an outlet for escape when the tide has turned against the Demon and it is in danger. Opening the Hell Gate requires the Demon to roll Entity + Occult versus DR 7. In the following Action Phase, a fiery portal appears out of thin air, leading directly to Hell. Once within, the portal closes and the Demon can plot its return. Anyone foolish enough to follow will surely experience the pain and suffering made legendary in Hell. Demons tend to use this escape method upon realizing that their opponents have knowledge of their Bane. INCORPOREALITY Soul: 14 Guise: 2 (1 permanent) Incorporeal entities are ghost-like in form. They can pass through barriers unhindered, and objects can pass through them. While Incorporeal, the entity is immune to physical damage. LIFE DRAIN Soul: 33 Guise: 2 Life Drain allows a Demon to spiritually weaken its victim by stealing pure life energy. The vitality stolen is then supplemented to revitalize the Demon’s own dark existence. Upon successfully touching or biting its victim, the Demon makes an opposed roll using Avarice + Taint against the character’s Vigor + Soul. Each success spiritually drains the victim of one Life Level. The Demon can only use this Iniquity to replace lost Life Levels of its own, not increase its maximum value. TELEKINESIS Soul: 6 Guise: 1 Telekinesis grants the Demon the ability to move objects by
mental will. The weight amount that can be put in motion is determined by a Willpower + Avarice roll versus DR 5. Animated objects are directed by the Demon for a number of Action Phases equal to the number of successes. The damage done by striking someone with a telekinetically manipulated object is equal to the Demon’s Willpower + Successes in dice. The total weight of manipulated objects can’t exceed the Demon’s Entity x 10 kilograms.
Sorcery “All that do these things are an abomination unto the Lord.” — Deuteronomy 18:12 There are elements of creation that were not meant for man. The first breach of God’s word was the eating of the fruit from the tree of knowledge by Adam, brought on by Satan’s deception in the Garden of Eden. However, the Fallen did not stop their temptations, and continued to lead man astray on the Forbidden Path. Astrology and science, vanity and pride were all placed in the womb of mankind, left to fester and grow under the guise of intellectual evolution. Despite these transgressions during the time shortly after the Fall of Heaven’s rebel Angels, Sorcery was the one thing that bestowed man the ability to defy God’s word with powers that mortals were not meant to wield. However, Satan was no fool, and disguised the wicked arts as divine and composed of the natural essence that existed in all things. Those who continue to follow the Forbidden Path of Sorcery do so at great peril to their souls. All Sorcery leads to one place — Hell. While the teachings of the various schools of Sorcery claim to involve beings and forces that are benign and naturally occurring in the universe, the truth lies in the pits of the Abyss, where the Fallen revel in the abuses that man takes to attain secret knowledge — a dark art that only empowers the Infernal Legion in its pursuit for supremacy. Among the various arts of Sorcery exist several outlooks on the underlying philosophy of where the powers come from and the domains that they control. These mental and spiritual constructs were necessary for man to understand the fundamental nature of Sorcery, and have diverged and grown apart over the millennia since being sown into the fabric of society. While in the current era
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Sorcery is an occult science, it was not always so. Many ancient kingdoms, especially those known as the Beast Kingdoms, hailed Sorcery as the right of kings and wielded it as easily as modern society integrates the laws of math and science into its daily existence. While it is apparent that the spheres of influence specific to each school of Sorcery are specific and representative of Rites that have similar and parallel outcomes, there is inevitable crossover and sharing of certain perspectives. Sorcery has its roots in the same tainted soil, hence regardless of whether a Sorcerer focuses on the schools of Witchcraft or Demonology, both have small influence and share control over minor Demons and lesser spirits. These similarities have caused more friction throughout history than have the differences, since power struggles and grudging snobbery are rife among those who practice the selfish arts. In The Seventh Seal, Sorcery is the term used to group all magick and supernatural manipulations that lie outside of Heaven. True divine power comes in the form of Divinities and Arcana Rites, not selfish pursuits motivated by internal desire, no matter how humble those roots may be. The axiom “power corrupts” is true of Sorcery in all its forms, and despite the sometimes good intentions of its deluded practitioners, the Legion has its claws well placed to push one’s goals to the brink of oblivion. Unlike Divinities, Sorcery has no Echelons to gauge power and provide suitable structure to promote spiritual growth. Only the Sorcerer’s ambition and personal ability to learn the dark art limits potential, which appeals to many people. While this gives the Legion an advantage with unrestrained diabolical weapons of supernatural origin, the cost is often great. Those who use Sorcery and research its secrets slowly acquire Taint, and often place themselves in danger of Soul Consumption by Demonic beings. The acquisition of Taint also provides perfect vessels for Demonization and possession by various Infernal entities; one of the benefits the army of Hell gains by those who succumb to its temptations. While it is not impossible for the practitioner of one school of Sorcery to acquire knowledge in another, it is seldom done. The necessary outlooks and paradigm philosophies differ between Sorcerous orders, and the focused attention required to properly convey energy beyond the normal capacity of man is often taxing mentally, spiritually, and even physically. As previously mentioned, there is no small measure of animosity between the various branches and finding a “renaissance Sorcerer” in a craft that already surrounds itself in mystery is beyond rare. In regards to the manner in which the Sorcerous powers are treated intellectually, there is also dissimilarity in the approach. Witchcraft sees the world as composed of various spirits all representative of and directly related to different physical manifestations, while Demonology literally taps the power of Demons and bestows it upon mortals foolish enough to dabble in such things. However, seldom does Hell present itself as dangerous and malevolent to those whom it wishes to lure into its service. While all Sorcery does stem from forbidden knowledge channeled through Demons and spiritual servants of the Legion, there are more than enough witches who claim that the spirits with whom they interact are friendly and welcoming during ritual communications. Likewise, there are cabals of Demonologists who profess to be dealing with Heavenly beings or Angels that grant them instruction on the betterment of the self, and claim that such contact ensures the eternal and conscious existence of the soul. Tricks and ploys by Demons are standard fare, and the
Fallen, who have existed since the creation of the universe, first as Angels and now as Satan’s Demonic host, have wisdom and knowledge that allows them to bolster their claims and convince the weak minded of their lies.
Sorcery: The Forbidden Path There are various schools of Sorcery in The Seventh Seal and each one covers the major philosophies prevalent in the setting. They allow Prophet’s creativity in the powers that confront and hinder the Sentinels in their war against Hell. Each type of Sorcery has an associated Proficiency by the same name; therefore, Demonology is the term used to both describe the Sorcerous order and the Proficiency that governs use of its ability. The Sorcery Proficiencies are listed only in Chapter Seven (and not in Chapters Three or Five) since they are presented as tools available to NPCs, not Sentinels. In fact, it’s often surprising for players to realize such powers exist in the first place! However, there are no hard and fast restrictions on Sentinels who wish to dabble in Sorcery, although the inevitable loss of Grace and acquisition of Taint will ensure they do not remain in God’s service for very long. Sorcerers who want to practice in more than one Sorcerous order may do so with the following restriction: • The Threshold for all Rites increases by +1 for each order that the Sorcerer practices, including the first one. Therefore, a Sorcerer who knows both Goety and Demonology has all his Thresholds increased by +2. Detailed below are the Sorcerous Orders of Goety and Demonology, as well as examples of Necromancy, Witchcraft, and Alchemy. Future Seventh Seal publications will expand the Sorcerous orders and allow players to take on the roles of Marked agents and Sorcerers! The Sorcerous Paths (and Proficiencies) are Demonology, Goety, Necromancy, Witchcraft, and Alchemy KO’ACH Sorcery is manipulated by raw force and internal strength, but has its origins in Hell. The term to represent this energy is Ko’ach (ko‚-akh), which is a Hebrew term with Arabic associations meaning, “power.” It represents an energy that exists in all things and is not in and of itself evil. All matter and beings have some form of Ko’ach, and utilize it in different ways to create the world with which we interact. However, Sorcerers draw upon this latent force to tap into and exploit its authority over creation for their own ends.
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Sorcery Resistance Table TARGET Mortal
ROLL Willpower
Sentinel
Faith
Marked
Avarice
Supernatural
Entity
Arcanist
Faith + Arcana
Sorcerer
Avarice + Sorcery
Ko’ach is similar to Insight possessed by Sentinels, but is available to anyone who has some skill in a Sorcerous art. It is an ability that was always present, but made consciously a part of the Sorcerer’s being as he attains knowledge and the ability to manipulate Rites. Unlike Insight however, it is not derived exclusively from Aspects. If the Sorcerer has Spiritual Aspects, Ko’ach has a value of Senses + Aura + Occult. If the Sorcerer has Infernal Aspects the Ko’ach value is Senses + (Darkness x 2) + Occult. Once a Sorcerer has denied God and has Taint in his being, his potential to use Sorcery becomes more potent, and is thus represented by doubling the Darkness Aspect in the equation. The Sorcerer tends to be less careful in his manipulation of Ko’ach and the repercussions it has on the universe when his outlook is one filled with disdain for God’s creation! Ko’ach points are recovered at a rate equal to the character’s Senses each midnight. RITES Name: The game term used to describe the Rite. Prophets and players are more than welcome to come up with different names for the same Rite to add flavor to the game. For example, “Silver & Gold” (an Alchemy Rite), can also be known as “The Guiding Hand of Midas,” or “Ex Ovum Aureum.” Effect Roll: The dice that need to be rolled to use the Rite, normally an Aspect + the Sorcery proficiency (such as “Witchcraft” or “Demonology”). Effect rolls are made versus DR 4. The target of the Rite gets a resistance roll based on the table above (which is also listed in Chapter Four, page 171). If the Sorcerer gains more successes than his target, then the Rite is successful. Willing targets of a Rite have the option of forfeiting any resistance rolls. Note that Sorcery assumes Infernal Aspects, so Sorcerer’s with Grace should use their related Spiritual Aspects instead. Ko’ach Cost: The number of Ko’ach points that must be spent when the Rite is used. If the Rite fails, the Ko’ach points are lost. A Sorcerer cannot power a Rite if he does not have enough Ko’ach points to cover the cost. Range: How far away a target may be when the Rite is evoked: • Personal: The Sorcerer may cast the Rite upon himself. • Touch: The Sorcerer must be able to touch the person or object. • Sight: The Sorcerer may evoke the Rite against any target within his field of vision. • Unlimited: The Rite has no range limitation whatsoever. Focus: These are non-essential material items that may be used in the casting and preparation of a Sorcerous Rite. They allow the mind to better translate unseen forces by giving them tangible symbols. Focus items tend to also provide bonus dice and sometimes lower the Ko’ach cost. Items used as the Focus are destroyed after the Rite is evoked, either by breaking, burning, or other means. The Foci are not meant to be exhaustive and the Prophet is urged to be creative in his allowance of different ritual implementations. Duration: This is the length of time an effect lasts. Instantaneous means the Rite takes place and then has no lingering effect.
Threshold: All Sorcery is dangerous to use, and Threshold represents that innate risk. The Threshold is the Proficiency rating the Sorcerer must have in the respective order (Goety, Necromancy, etc.) to be able to use the Rite without compromising himself. If the Threshold is higher than the specific Proficiency, the Sorcerer must make an opposed roll using his Soul versus the difference of his Sorcery Proficiency and the Threshold. If the Sorcerer fails the roll, he immediately loses a point of Grace or gains a point of Taint by using that Rite. Example: Paolo has been practicing Sorcery for a few months and has a Goety rating of 2. He attempts to use a Rite that has a Threshold of 5. He pays the Ko’ach cost and makes his roll to see if the Rite takes effect. However, because the Threshold is 3 points higher than his Goety rating, he must make a Threshold test. He rolls his Soul, which has a rating of 4, versus the Threshold difference of 3. Paolo rolls a 2, 3, 4, & 6, which translates into two successes versus DR 4. The Prophet rolls the three Threshold dice and gets a 4, 5, & 5. The Threshold dice result in three successes, for a Degree of Success of 1. Paolo loses 1 point of Grace immediately. His steady decline towards becoming a Tainted person continues. DEMONOLOGY Demons seldom appear to humans as evil beings intent on devouring their souls, despite being exactly that! Demonologists are Sorcerers with the desire to wield Infernal power as if it were their own. The risks are extremely high, since it tends to require contact and direct interaction with iniquitous beings. The inherent danger in Demonology is immense hence Demons often disguise themselves as benevolent spirits and Angels to novice initiates of Sorcery. It is by this conduit between the mundane world and Hell that Demonologists gain the powers of Iniquity. What most Demonologists don’t realize is that they are not actually in control of the Iniquity, but are simply being allowed to channel the Demon’s power. Demonology is a one-way street, and inevitably leads to the intrusion of a Demonic being into the Sorcerer’s body. The chance of becoming possessed is great. Worse still, Demonologists make excellent vessels for total incarnation, which results in the complete loss of the Sorcerer as the Demon takes over completely. While Demonology is very powerful because of its effects, it requires a lot of research and patience to ensure that the power a Demonologist wants is met by the Demon that is contacted. Each Demon has a certain number and set of Iniquities, so the research on discovering which beings have what powers is vital to success. Also, the True Name of a Demon is necessarily hidden in Demonology Rites. This cryptic key allows the contact to be made, and is often disguised in various chants and devices. Demonology Research Prior to any specific Rite, a Demonologist must learn the name and rank of the Demon he is trying to contact by rolling Logic + Occult versus a specified DR. The DR is relevant to the hierarchy of the Demon: For Demons that have already been contacted, or if the Demonologist is consulting a grimoire or occult tome, the difficulty for the roll is lowered by -1 DR. The Price to Pay The Soul and Guise cost listed in the Iniquities are not paid for by the Demonologist. If the Demon is in Hell, and does
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not have an incarnation on Earth, then there is no Guise cost obviously. Demonology has extremely high Threshold ratings. This represents the fundamental ability for Demonology and Demonic power to Taint a person that chooses to use such forbidden arts. The first time a Demonologist channels and uses an Iniquity, he loses all his Grace and gains the Mark of the Beast without opportunity for an Act of Sacrifice. The Demonologist gains Taint and modifies his Spirit Aspects to Infernal Aspects immediately. There have been accounts of people losing their minds after feeling the dark essence of a Demon flow through their bodies, as it instantly severs any connection with God’s Grace — a traumatizing event to say the least. There are some things for which God allows time to make penance, but cavorting with Demons is not one of them.
Demonomancy is divination my means of Infernal communication. The Demonologist contacts a specific Demon (again, after the research roll) and asks a question regarding the future or a current situation. The Demon acts as a medium to the question sought and the answer it gives may be cryptic or clear depending on the number of successes gained on the effect roll. This rite is often used as a precursor to Augmentation and Summoning, and is helpful towards building a relationship with a specific Demon.
DEMONOLOGY RITES
5 or more successes able
Augmentation Effect Roll: Darkness + Demonology Ko’ach Cost: Equal to the Iniquity Soul Cost Range: Unlimited Focus: Human blood (1 Life Level worth) (+1 to effect die) Duration: A number of uses per success Threshold: 5
Effect Roll: Avarice + Demonology Ko’ach Cost: 1 Range: Unlimited Focus: Blood coated crystal (+1 to effect die) Duration: Instantaneous Threshold: 3
The answer is brief and cryptic
2 successes
The answer is a mixture of lies and truth.
3 successes
The answer is straightforward but lacks detail
4 successes
The answer is detailed but perhaps slightly misleading The answer is perfectly clear and understand-
Summoning
Once the name and rank of a Demon is learned through research, the Demonologist may channel an Iniquity that belongs to that Demon by making an Augmentation effect roll versus the DR based on the hierarchy table above. The number of successes is the amount of times the Demonologist may use one Iniquity from the Demon. In order to use a different Iniquity, a new Augmentation roll must be made. The Demonologist may feel in control of the power, however it is the Demon’s effort to manifest on earth that is allowing the Iniquity to function. The first time a Demonologist uses the Iniquity, the Demon has the opportunity to perform Soul Consumption. The Demon must have an Entity Rating higher than the Demonologists Darkness + Taint. If the Demon has an Entity lower than the combined value, then it may not Soul Consume. In most cases, Demon’s tend to wait before Soul Consuming, since they enjoy the power bases and networks that Demonologists set up in the corporeal realm. If a Demon manages to Soul Consume the last point of a Demonologist’s Soul through Augmentation, then the Demon manifests on earth and takes over the mortal shell — a form of diabolical chrysalis! The Demon gains Guise, has successfully breached the barriers of Hell, and the Demonologist is no more. Prophets should remain firm and confident that the lure of Augmentation is what Demons use to manifest on earth. Sorcerers are often set up to get complacent with their abuse of Demonic power until one day, they no longer have control over it and find themselves torn from their mortal shell and lost in the Abyss forever. Demonomancy
1 success
Effect Roll: Malice + Demonology Ko’ach Cost: 10 Range: Unlimited Focus: Wearing a robe of crimson, bracelets of steel and a crown of wormwood (+1 to effect die for each component) Duration: Until the service is complete Threshold: 4
In a ceremony that institutes wards and protective measures, the Demonologist makes an attempt to summon and subsequently make a pact with a Demon. The Summoning must be preceded with a research roll common to all forms of Demonology (see above), and is heavily influenced by the power of the Demon at hand. Upon making the effect roll, the Demon appears in essence, not in its True Form. It will make its presence known by showing a sign of some kind, such as a chilling wind, use of a suitable Iniquity, or other such effect. The Demon is initially denied harming the Demonologist because of safety precautions and wards that are inherently placed in the Summoning ritual. The Demonologist can then communicate vocally with the Demon, who will speak by way of mental communication. Normally, the Demonologist requires something accomplished, whether the request is to grant fame and fortune, deliver vengeance on an enemy, or to be employed as an Infernal protector. The evoked Demon must use its iniquitous resources to carry out the task. However, the Demonologist must pledge something in return and hence the negotiations begin. The Demon’s terms are often dictated more by personal taste than a strict bartering scale, and hence one Demon might carry out a task for something as simple as the Sorcerer transferring money into a waiting account, while others demand Soul and more vicious actions like rape, terrorism, or murder. The length and terms of service are a matter of trickery and wording on both sides. If the terms of the agreement cannot be met in a number of hours equal to the Demonologist’s Darkness rating, then the Demon is free for a number of Action Phases equal to its Entity rating. It can attack the Demonologist if it so cares during this time. After this duration the Demon is sent back from whence it came. For this reason, Demonologists tend to be careful about which Demons they summon and take great pains in establishing
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a relationship with specific entities and double-checking their research. Some Demons on the other hand enjoy wasting time and behave antagonistically during negotiations so they can take vengeance on whoever summoned them! Assuming the terms have been met, and both sides have completed their bargains, the contract is severed and no further obligations are held on either side. Secrets: An element of summoning that is known to few, is that should the Demonologist perish while the contract is in effect, the Demon gains all of the Demonologist’s Soul! The Demon must still carry out its end of the bargain, but there have been more than a few cases of Demons who facilitate the Demonologist’s early demise while still in their service. GOETY When normal people think of magick, they are really referring to Goety, which is an ancient ability to use spells and charms to achieve certain effects. Often, it wrongly has been associated with geomancy, largely due to the root word being misspelled as ‘geo’ty. Goety has absolutely nothing to do with geomantic models. It is entirely fueled by Infernal energy, and finds its source in Hell. Goety is the antithesis of Theurgy wielded by Arcanists — since they metaphorically flow from opposite directions. Goety is literally black magic, and historically its practitioners were considered wizards, Sorcerers, spell-casters, and charmers. While at different times it has been linked to both Demonology and Witchcraft, the philosophy of a Goetic Sorcerer is not always amicable to its sister orders. Goety uses many hand gestures and utterances to channel its powers, which is why it has seen steady decline as the world has shunned such things in favor of science. Despite the fact that contemporary stage magicians mimic the style of evocation and casting that is necessary in Goetic Sorcery, they are entirely different creatures. However, Goetic Sorcerers have exploited the rise in popularity of stage magic and have used society’s acceptance of the false illusions to create a real illusion that disguises their art. Sorcerer’s who practice Goety tend to see themselves as higher powers, with the ability to wield forces in their raw form. Demons enjoy this pride and use the natural aptitude of Goetic Sorcerers to their advantage. As far as Demons are concerned, if a Sorcerer thinks he can do it himself, then all the more power to him! As long as the war rages and Heaven’s forces are pushed further and further back, the job is done. GOETY RITES Amulets
Sorcerer can activate an Amulet with a single word of command, at which point the Rite takes place. The Sorcerer must also roll the Rite being invested versus DR 4. It is possible for a Sorcerer from another order to invoke the Rite while the Goetic Sorcerer casts Amulets to capture it. It is by this means that Rites belonging to different orders (including Augmented Iniquities from Demonology) become dark artifacts. Uses: Number of total uses equal to the Sorcerer’s Soul rating Length of Ceremony: Ten minutes per die rolled Cursed Soul Effect Roll: Malice + Goety Ko’ach Cost: 4 Range: Special (see description) Focus: A recent photograph of the target (+2 effect die) Duration: Instantaneous Threshold: 3
Cursed Soul is a malicious Rite meant to spread evil and weaken the faithful. The Sorcerer must obtain a sentimental possession belonging to the targeted individual (a doll, wedding ring, love letter, etc.) to be used in the Rite. The item is held over a flame generated by burning an unguent of fat. Once the focus is blackened by the smoke, so too is the target’s soul. After the Rite is complete, the target must make an opposed Soul + Grace roll against the Sorcerer’s successes in the Rite. Failure results in the target losing a point of Grace in a number of days equal to his Faith rating unless he can perform an Act of Sacrifice within that time. Although the target will not know that he has been subject to a Rite of Goety, a Faith roll versus DR 5 will allow him to notice a change in his spiritual disposition. Dark Veil Effect Roll: Darkness + Goety Ko’ach Cost: 3 Range: Personal Focus: Unguent mixed with the blood of night birds (+2 to effect die) Duration: A number of action phases per success Threshold: 4
The Sorcerer draws on the powers of the void and uses the energy to wrap himself in invisibility. To see the Sorcerer, active observers roll Senses + Awareness versus DR 5. If the observer gains a number of successes equal to the Sorcerer’s Darkness rating, then he sees the Sorcerer as plain as day. If the observer achieves a number of successes less than the Darkness rating, he makes out a hazy and dark form, which is often mistaken as dizziness or blurry vision. Any attacks made against the Sorcerer are made at a +2 DR for melee and hand-to-hand, and +3 DR to ranged attacks (firearms, thrown weapons). Evil Eye
Effect Roll: Darkness + Goety Ko’ach Cost: 4 Range: Touch Focus: A jewel (+2 to effect die) Duration: Number of months equal to the Sorcerer’s Soul rating Threshold: 3
With Amulets, the Sorcerer gains the ability to create a magickal object by placing any Sorcery Rite into its essence. The object need not be an amulet in the literal sense, but can also be a staff, ring, weapon, or other such sorcerous items. Once made, the
Effect Roll: Malice + Goety Ko’ach Cost: 1 Range: Sight Focus: A scarlet lens (+2 to effect die) Duration: A number of Action Phases equal to the Sorcerer’s Darkness rating Threshold: 1
While gazing at an intended target and uttering this Rite of malediction, a Sorcerer evokes a curse. For every success on the effect roll the target suffers a +1 DR on all actions for the duration.
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Magickal Defense Effect Roll: Soul + Goety Ko’ach Cost: 2 Range: Sight Focus: A crystal (+1 to effect die)
Duration: A number of Action Phases equal to the Sorcerer’s Soul Threshold: 1 The Sorcerer protects himself from other Rites (not Iniquities or Divinities) that may be used against him. The Sorcerer gains an additional number of dice equal to his Soul rating to the resistance roll. Therefore the resistance roll is made with Avarice + Sorcery + Soul. Pangs Effect Roll: Malice + Goety Ko’ach Cost: 3 Range: Unlimited Focus: A wax figure of the target (+1 to effect die) Duration: Instantaneous Threshold: 4
Pangs allows a Sorcerer to inflict pain on an enemy from afar. The Sorcerer constructs a likeness of the target from straw, cloth, or other available material, and finishes it with a lock of hair from the target. While uttering curses of malediction, the effigy is slashed with a sharpened blade or ritual dagger. The target suddenly experiences the pain from wounds inflicted from an “unknown” source For every success generated by the Sorcerer, the victim suffers a Life Level of lethal damage. Pestilence Effect Roll: Malice + Goety Ko’ach Cost: 2 Range: Touch Focus: Vomit and blood (+1 to effect die) Duration: Instantaneous Threshold: 6
This Rite inflicts decay and disease upon anything the Sorcerer touches. Any inanimate object withers and decays, while living beings contract an affliction. The number of successes on the effect roll determines the level of disease contracted by the target. Full rules for diseases are found in Chapter Five.
Necromancy, a dark art of manipulating life itself, intervenes with this natural process. At its basic level, Necromancy allows divination through the spirits of the dead. In most cases, these spirits are malevolent and only partially existent since Demons tend to snatch up souls that lose their way. In other cases, spirits are tied to the Earth because of an inability to leave behind their belongings or loved ones now that they are dead. Purgatory, the state where souls atone for their actions before preceding to Heaven, has ties to the real world that Necromancers manipulate for their own ends. However, Necromancy violates some of the laws set by God and deals with the power to raise the soul from the Afterlife under the control of the Sorcerer. Modern Necromancers use their art, not to evoke the malevolent powers of Iniquities, as Demonologists are apt to do, but rather deal with the Shades and Unquiet spirits caught between the realms of Heaven and Hell. Necromancers command the power that ties life to the corporeal world. It is this ability to tap into the mystical realm that draws the Unquiet to the Necromancer’s conjurations. Those obsessed with Necromancy often find themselves taking on the image of the bodies that they animate in death, as their spirits hang in peril and suffer the toil of dealing with such evil practices. In time, they find themselves unable to distinguish their own existence from that of the dead and become lost in the void. Necromancers tend to be rather obsessive and determined people with a desire that outweighs logical sense. Necromancers place their Souls in jeopardy with each rite in which they partake, since the act of tying life essence to undead matter is costly. It is not uncommon for Necromancers to fall prey to the very powers they seek to control. Those totally consumed are forced to roam the Afterlife as Shades. To most mortals, the spirits of the dead are invisible. However, the Necromancer learns to recognize their presence and interact with them on a ritual level. Catacombs, mausoleum ruins, and graveyards are prepared during the midnight hours, when the moon is the brightest. Evenings disturbed by lightning storms, thundershowers, blistering winds, and dank fogs are also common during the rites evoked by Necromancers as the veil between that which lives, and that which doesn’t is weakened during these times. NECROMANCY RITES Creeping Flesh
1-2 successes
Common cold, or flu
3-4 successes
Virulent flu strain, chicken pox, or measles
5-6 successes
Pneumonia, bacterial meningitis, or skin cancer
7-8 successes
Leprosy, lung cancer, anthrax, sickle-cell anemia, advanced diabetes
9+ successes
Metasized cancers, HIV, Ebola
NECROMANCY The souls of the dead are meant to travel to the Afterlife upon the inevitable demise of the mortal shell. The destination for the journey generally leads to the gates of Heaven or Hell based on the moral actions of the person during their lifetime. Some souls, such as the Martyrs, remain behind as restless spirits, but for the most part, once the soul has left its corporeal vessel, the body turns to dust and ash — no longer obligated to serve its purpose.
Effect Roll: Malice + Necromancy Ko’ach Cost: 3 Range: Touch Focus: The corpse of a murderer (+3 to effect die) Duration: A number of hours equal to the Necromancer’s Darkness rating Threshold: 5
Animating a corpse is a mockery of the laws of Heaven that govern life. Upon completing the Rite of Creeping Flesh, a Necromancer can raise the dead to serve as a mindless, homicidal soldier. The Sorcerer digs a six-foot deep pit under the dark of night, before placing a dead body within. Then the corpse is sprinkled with human blood (1 Life Level worth) before the grave is filled over. Within minutes of the last pile of dirt being placed on the grave, the newly animated body digs its way to the surface. The
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zombie is mindless save for the urge to take the life of anyone but its creator. If this rite was not performed with the protection of Undead Warding, the Necromancer is not safe by any means and the zombie will attempt to destroy the Necromancer at all cost. This Rite can be performed in a cemetery over already buried corpses that must be no more than three weeks old, but the difficulty is increased to DR 6. Upon rising from its unholy grave, the corpse bears Agility, Might, and Vigor equal to the number of successes rolled by the Necromancer in the Rite. The corpse’s Attractiveness is always 0. Once the duration of the Rite expires the corpse collapses back into a lifeless shell. The corpse can also find peace if the Necromancer that raised it is destroyed. Initially learning this Rite forces the Necromancer to lose all Grace, gain a permanent point of Taint, and additionally results in the loss of 1 Soul point. Sixth Sense, The Effect Roll: Senses + Necromancy Ko’ach Cost: 1 Range: Personal Focus: Eyes from the recently dead (+1 to effect die) Duration: A number of Action Phases equal to the Necromancer’s Darkness rating Threshold: 2
This Rite allows the Necromancer to see any Unquiet spirits and Shades that are in the area. At first, the Necromancer sees the ‘perispirit,’ the ethereal substance of the spirit’s terrestrial body as it appeared in death. Then as the shadows of the Afterlife fade, the spirit reveals itself as it appeared in life. During these brief perceptions, it is up to the Necromancer to gain the trust needed to carry out a conjuration. Spirit Evocation Effect Roll: Reason + Necromancy Ko’ach Cost: 3 Range: Unlimited Focus: An article belonging to the Unquiet being evoked (+1 to effect die)
Duration: A number of hours per success Threshold: 5 In order to conjure a specific spirit of a deceased person, the Necromancer must identify himself to the Afterlife and call out the name of the spirit he wishes to target. After calling three times, the spirit will manifest. Once evoked, the spirit will remain for the duration to converse freely (although not necessarily amicably) with the Necromancer. The main reason the Unquiet are evoked is in the pursuit of knowledge. A number of questions may be asked of a spirit equal to the Necromancer’s Avarice rating. The manner in which the Unquiet cooperates largely depends on the spirit’s disposition and the manner in which the Necromancer presents himself. A Reason + Persuasion roll versus a DR equal to the spirit’s Willpower determines the precise nature of the answers given.
5 or more successes
answer is entirely clear and provides more detail than expected
The communication between the Necromancer and Unquiet is performed mentally. Only those answers dealing with the present and which the Unquiet could reveal in life are exposed. However, if a point of Taint is expended along with the Ko’ach cost, foresight into the future may be gained. Undead Warding Effect Roll: Vigor + Necromancy Ko’ach Cost: 1 Range: Personal Focus: Ashes of the dead (+1 to effect die) Duration: A number of minutes equal to the Necromancer’s Darkness rating Threshold: 2
In an effort to prepare a chosen ground for conjuration, the Necromancer recites Undead Warding. He encircles an area roughly nine meters round and with another circle a half-a-meter within the outer boundary. Once the necromancer confines himself within the innermost circle, he is shielded by any hostile attempts by the Unquiet to thwart the intended conjuration. Neither Shade nor Unquiet spirit may pass through the outer circle for the duration. Necromancers that ignore this Rite are generally either ignorant or careless in their practice, often with devastating consequences. ALCHEMY The very substances with which we interact have a latent energy, which the power of Alchemy draws upon. It found its origins long ago when the first rebel Angels taught the forbidden arts to man. However, it was during the First Beast Kingdom of Egypt when the khemeia, or “the preparation of the black powder” became the active principle in the transmutation of metals. The Sorcerers of Arabia took this name and adopted the magical system of using raw materials to produce supernatural effects, and affixed the prefix of ‘al’ thus giving al-khemeia, or alchemy in later use. Alchemy is compromised of Rites that are based on harnessing the abilities of black powder to transmute and alter the ethereal energy of mundane objects. Called by many names; The Philosopher’s Stone, Powder of Projection, and The Black Ore, this oxide of all metals not only had the power of transmutation, but also contains the secrets of life and being. Via ritualistic ceremonies, a fiery spirit is extracted from mercury, which holds the spiritual fluid necessary to make further transmutations possible. By manipulating the derived chemical and material components, such as stone, powders, or elixirs, Alchemists thus perform their mystical Rites. ALCHEMY RITES Elixir of Life
1 success
answer is brief and cryptic
2 successes
answer is abstract but holds truth.
3 successes
answer is communicated straightforwardly but succinct
4 successes
answer is expansive and detailed
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Effect Roll: Sciences (Chemistry) + Alchemy Ko’ach Cost: 5 Range: Touch Focus: Egyptian wine (+1 effect die) Duration: Instantaneous Threshold: 7
Alchemists, through the transmutation of the khemeia into a liquid form, are able to physically inspire youth into an elixir that can be imbibed by themselves or others. The roll for the Elixir of Life can be made in secret by the Prophet (if the Alchemist is a player character) since failure produces a toxin that does 6D of incorporeal damage. Of course, success is hard to determine until someone actually tries the elixir in the first place! For every success rolled on the effect dice, the elixir renews the youth of the imbiber by 5 years. However, there is also an automatic reduction of one random Aspect by a single point. Homunculus Effect Roll: Sciences (Chemistry) + Alchemy Ko’ach Cost: 4 Range: Touch Focus: Horse dung (+1 effect die) Duration: 7 minus the Alchemist’s Alchemy rating in days Threshold: 2
This Rite allows an Alchemist to create life from the essence of khemeia. The mystical substance is enclosed in a glass phial, which is left to gestate in the earth for 40 days. On the 41st day, a transparent life form begins to develop and lives within the phial. The Alchemist must feed the form a droplet of blood (1 banal Life Level worth per week) without extricating it from the ground (normally accomplished via a tube of some sort). After 40 weeks, an impish creature around the size of a newborn emerges from the earth to serve the Alchemist. The Homunculus remains alive as long as the Alchemist feeds it blood (1 Life Level worth per day). Silver & Gold Effect Roll: Sciences (Chemistry) + Alchemy Ko’ach Cost: 1 for Silver, 3 for Gold Range: Touch Focus: Sulfur (+1 effect die)
Duration: One hour per success Threshold: 2
consequences based on real world events. Witches (a term that describes both female and male Sorcerers who practice this art) often believe they interact with spirits that belong to natural things. Despite the initially altruistic ideals of Witchcraft, it is a form of Sorcery that is forbidden by God and deals quite frequently with Infernal power, whether the practitioner knows it or not. Witches also believe in the sentient entity the Horned One, who represents the Sun, as well as a myriad of deities that represent other prevailing natural occurrences, such as Diane, Selene, and Hecate (the waxing moon, full moon, and waning moon respectively). The idea of finding the spirit that gives life outside of God is inevitably a misleading path and Witches soon find themselves overcome with the desire to delve deeper into the unknown elements of Witchcraft. This downward spiral soon brings the practitioner to using Rites for selfish means, and in turn ensures that Taint enters the soul. WITCHCRAFT RITES Beauty Effect Roll: Appearance + Witchcraft Ko’ach Cost: 1 Range: Personal Focus: Fig leaf (+1 effect die) Duration: Avarice rating in hours Threshold: 2
The Witch calls upon spirits that control the natural wonder in the world to enhance his beauty. The effect does not change the Witches appearance drastically, but simply makes him more appealing and comely in a purely physical manner. The Witch gains a number of bonus dice to Attractiveness and all social based rolls equal to the number of successes. Dementia
Through this Rite, the Alchemist has the ability to turn base metals into silver or gold. The base metal and khemeia are first purified by fire. Once both components dissolve, it is then cooled with water. The combination is then heated again to separate the gross from the pure. As virtual vapor, the product is spiritualized and allowed to solidify in the corporeal form of a glittering white metal. Further fermentation fixes the alchemical combinations with the spirit of life producing silver or gold. Modern Alchemists use this Rite to obtain the resources to further their art and seldom use it for simple wealth — they are too idealistic and ambitious for such mundane concerns. For every pound of base metal used a half-ounce of silver or gold is produced. An Alchemist needs to state which of the two precious metals he is trying to create before the effect roll is made. The metal turns to lead at the end of the duration, so Alchemists tend to part with their created precious metals very quickly after creation. WITCHCRAFT Often mistakenly grouped with Animistic beliefs, Witchcraft goes beyond that definition and is a form of Sorcery that is heavily tied with earth magic. It deals with life energy in nonsentient living things and is interconnected with spiritual
Effect Roll: Willpower + Witchcraft Ko’ach Cost: 3 Range: Sight Focus: A natural hallucinogen (+1 effect die) Duration: A number of hours equal to the successes gained Threshold: 6
The Witch calls a curse on a person and makes the roll versus a DR equal to the target’s Willpower. The victim suffers a -2D reduction to his Reason and Logic rolls. Also, during the effect of Dementia, rolls that require logical thought or rational decisions have their difficulty raised by +1 DR. Fate’s Guiding Hand Effect Roll: Reason + Witchcraft Ko’ach Cost: 3 Range: Personal Focus: Extracted teeth (+1 effect die) Duration: Instant Threshold: 6
By gleaning into the paths of Fate, the Witch gains a vision that foretells the future. The effect is similar to a Prophetic Revelation but tends to be more grounded in selfish gain than Heavenly guidance. The Witch can choose to act on the vision and alter its course or ignore its effects and allow events to unfold as they are destined.
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However, if the Witch alters fate, and intervenes with the event upon which the vision was based, then he gains a point of Taint (or loses a point of Grace) immediately. Visions such as these are granted to the faithful soldiers of God by Heaven, not intended to be foreseen by self-motivated Witches seeking to alter the future. Malicious Flora Effect Roll: Vigor + Witchcraft Ko’ach Cost: 1 Range: Touch Focus: Pollen (+1 effect die) Duration: Variable (see description) Threshold: 3
The Witch controls all the plants, trees and flowers in an area equal to the Witches Malice rating in meters to become fierce and attack with their natural forms, such as thorns, vines, or branches. The plant life has an attack value equal to the number of successes plus 3D to 6D depending on the density of the flora and the type of plants in the area (rose bushes are far more dangerous than dandelions for example). The plants attack each round, but the dice pool decreases by one each Action Phase. Once the dice pool is depleted, the effect of the Rite wears off.
Hierarchy Diabolicus
Intent to claim dominion over mankind as they once did long ago, the Demon Lords rely on the Marked, mortals who have sold themselves to Satan’s agenda to further their goals. The mortal obsession to obtain power through dark means penetrates the threshold between Hell and the corporeal world. Once manifest, the Demon Lords guard their true identities by donning Guise. They then attempt to expand their corruption of mortals by promoting actions that defy God’s laws for mankind. The key targets of their infiltration are the governing bodies of the mortal world, prestigious stations that parallel those they hold in Hell. From these usurped thrones, whether it is comprised of ruthless drug lords or heartless capitalists, they use their Sorcerous abilities and Iniquities to open the veil of the Abyss for other minions of Satan to enter earth in preparation for the Antichrist’s ascendancy.
The Fallen Satan “O Adam, all the greed and the anger and all the grief of my heart are directed against you because it was through you that I fell from my dwellings, it was by you that I was alienated from my own throne. My wings were more numerous that those of the Cherubim, and I concealed myself under them. Because of you, now my feet walk on the earth, which I would never have believed.” — Life of Adam and Eve, Chapter 12
Hell, the Abyss, Gehenna, Hades, the Infernal realms . . . the place most distant from God bears many names, yet has but one lord and master who too is known as many — Satan, Lucifer, the Devil, the Adversary, the Prince of Darkness, the list goes on and on, but there is no mistake that he is supreme Fallen of the rebel Angels, forever banished from the light of Heaven. Under Satan lies a great hierarchy, bonded to him in rebellion against God. Such is the nature of the Fallen and Nephilim, the devils and unclean spirits, the Demons and denizens of the Legion that they fight to be close to Satan’s hellish throne, gaining power and favors from him by corrupting and stealing the souls of mankind. The Demons that comprise Hell’s are ranked in a hierarchy based on their tainted status in relation to the dark lord Satan, and the wealth of souls they claim from the mortal world. Power is the measure by which an entity’s standing in the Infernal order is based. The position a Demon may hold in the hierarchy is not static. With every mortal led toward sin, and every soul consumed in the fight for humanity, the Demons and rank and file of Hell ascend closer to Satan and his diabolical glory, while those who fail to prove their hatred towards God and His creation fall deeper into the Abysmal flames as servants to those who succeed.
Demon Lords: The Powers and Principalities At the pinnacle of the Infernal hierarchy are the Demon Lords. Subordinate only to the Deceitful Trinity, these entities of great power are comprised of the Fallen and their half-mortal spawn, the Nephilim. The Demon Lords govern Hell’s realms and its damned populace as kings, princes, dukes, marquis, and other noble ranks. They are cunning and strategic thinkers, working over decades and centuries to achieve their desires.
Millennia ago before Eden and the birth of man, in an ambitious attempt to usurp the throne of Heaven as his own, Lucifer gathered one-third of the celestial host to rebel against God. For nine days the battle raged, until under the command of Archangel Michael, those loyal to God thwarted the rebel angels. The rebel Angels that had not perished under Michael’s sword fell to Earth upon Ardis, the summit of Mount Armon. Those cast down were stripped of their celestial radiance and cursed never to look upon the light of the Lord ever again. In time, the Fallen healed their wounds. Angered and seeking retribution against God, they swore to the Oath of Ardis and declared war upon His new creation — man. Lucifer, discarded the name given to him by his celestial father, and as Satan “the Adversary” demonstrated how easily man can be manipulated to wreak vengeance upon the Lord. Once again following the prideful Angel’s command, the Fallen descended upon the camps of man to teach them the ways of Sorcery and war. Enamored by the women they revealed vanity and the pleasures of the flesh. This unholy union of the dark angels and the Daughters of Men produced the Nephilim, a hideous giant offspring that were raised to share the dominion of the earth. In response to the desecration of life, God sent his Archangels Michael, Gabriel and Uriel as well as a Great Flood to annihilate the celestial adulterers and their offspring. Although all but a few of the Nephilim perished, many of the Fallen survived. After the Deluge, the Fallen, inconvenienced by their physical form sought a spiritual realm where they could dwell in spirit and shun their vulnerable flesh. Discovering the vast hollow, a contrast to their celestial Heaven, they claimed the Abyss as their own. It is from this realm that the Fallen scheme and continue to work their malevolence upon mankind.
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Azazel, “God Strengthens” (Azael, Azazyel, Hazazel)
Demon Lord Design
“Moreover Azazyel taught men to make swords, knives, shields, breastplates, the fabrication of mirrors, and the workmanship of bracelets and ornaments, the use of paint, the beautifying of the eyebrows, the uses of stones of every valuable and select kind, and all sorts of dyes, so that the world became altered.”
The Fallen and Nephilim are unique creations that have varying profiles and statistics. Along with the examples below, the following guidelines are presented for Prophets to create and introduce their own Demon Lords into the game. The Prophet is encouraged to use True Names that exist in literature as inspiration for the Demonic Lords. For The Seventh Seal, names derived from Enochian texts, Biblical lore, and ancient manuscripts have been adopted. However, one should not be limited by these options. If the name is diabolical and evokes the desired mood for the fiend, use it. It’s your game, and real world literature should inspire, not restrict the imagination. The Fallen and Nephilim also have True Forms that vary in size and shape. In most cases, the Demon’s original visage should represent the core essence of the respective dark Angel. One still holding on to its celestial origin may appear as an Angel with charred wings, while another intent to portray primal vengeance and earthly horror may appear as a bestial hybrid. Modern books, movies as well as mythical and biblical writing can inspire the Prophet’s imagination in creating the Demon’s True Form. The Body Aspects of the Demon Lords range from 1-10 points, Mind Aspects from 1-15 and Infernal from 5-20. The Entity Aspect tends to be on the higher scale, ranging from 1620. Darkness tends to be the least powerful Aspect for the Fallen and Nephilim who wish to subdue the “bad vibes” they emanate while spending time on Earth. Proficiencies have levels of 1-7 and most Demon Lords focus their high scale Proficiencies to benefit their approach to spreading Taint and Soul Consumption. Guise is fairly intuitive and directly affects how much power the Fallen or Nephilim can use while on Earth before exposing its True Form. Therefore, if a Prophet wants to have a powerful Demon Lord, then Guise should be high (20+ points). For more subtle potential, Guise can be lowered, forcing the Demon Lord to conspire from the shadows (10 or less points). Guise may be adjusted according to how powerful the player’s Tsaba is in respect to their adversary. Novice Sentinels should have a difficult time when encountering a powerful Fallen or Nephilim with a high Guise. Taint is an attribute rated from 1-6 points. Most Demon Lords have at least 5 or 6. Demon Lords have a maximum number of Iniquities equal to their Entity Aspect. While some take advantage of this concept, other Fallen and Nephilim bear a lesser amount of Iniquity to allow further development to their maximum potential. Banes are unique to each Demon Lord. In developing these vulnerabilities, a Prophet can let his imagination run wild. One of the wicked ironies of the Demon’s Bane is that it often requires elements which test one’s morality or involves components which are difficult to obtain. Despite the obstacles encountered by Sentinels to secure the Bane, the outcome far outweighs the sacrifices made along the way. Like the True Form, Banes are often tied to the essence of the Demon Lord. For example, a Demon who target’s the innocent for defilement, may be susceptible to a Bane inflicted by an otherwise meek child. Thematic twists are desired when creating Banes for the unique Demon Lords of the Prophet’s design.
— The First Book of Enoch, Chapter VIII, 1 Azazel was one of the chiefs that led the rebellion under Lucifer’s banner of pride. He was the first to succumb to Michael’s blade in the war for Heaven. After the Fall, Azazel taught men to forge blades and shields while the woman learned from him the art of vanity. As in the beginning, Azazel refuses to accept man as a superior creation. He still believes there is no reason why a “son of fire” should bow down to a “son of clay.” Instead, the mortal sheep should bow before him as the Semites did before the Deluge. In exchange for the homage they paid to their “god,” Azazel granted gifts of self-destruction. He desecrated woman who bore the Nephilim with his unholy seed. These deeds shook Heaven’s foundations and, for such wickedness, Azazel was targeted for destruction, especially by Michael who intended to finish what he started. But by the God’s order, the Demon was bound by Raphael who secured him deep within a cave below the Dudael desert. After the Deluge, the tribes of men mocked Azazel as the “scapegoat” during ceremonies of expatiation where the sins of man were symbolically placed upon a goat representing the once worshiped god. In this celebration, the goat was then led to the desert and set free along with the sins of the tribe. For millennia, Azazel had suffered beneath the rough and jagged rock of his personal Hell, waiting for the day when he could consume mankind for their disrespect and wreak vengeance upon the prophesied followers of his Archangel enemies. In time, the “desert Demon” was released from his desolate prison to the Abyss, where he joined the rest of his Infernal kin. Azazel has been seeking the mortal shell of a governmental dignitary, influential in the game of warfare. Once such a candidate is found the Demon intends to possess and slowly consume the individual’s soul. In its acquired Guise, the Demon will then begin a campaign of tribulation which will expose mankind for Legion dominance and an existence in sin. BODY: Agility 8, Attractiveness 6, Might 8, Vigor 8 MIND: Logic 9, Reason 2, Senses 11, Willpower 7 SPIRIT: Avarice 14, Darkness 12, Malice 15, Entity 17 PROFICIENCIES: Awareness 6 (Taste), Command 6 (the Fallen), Conspiracy 5 (Mislead), Evasion 5 (Shield), Hand-to-Hand 6 (Pummel), Human Perception 5 (Desires), Intimidation 5 (Cool Whisper), Jumping 3, Lifting 4 (Hoisting), Melee 5 (Sword), Occult 3, Performance 3, Persuasion 3, Religion 4 (Semitic), Running 3, Seduction 4 (Daughters of Men), Stealth 3, Survival 6 (God’s Wrath), Teaching 5 (Weapon Craft), Teaching 6 (Vanity) GUISE: 25 TAINT: 6 KO’ACH: NA INIQUITIES: Malicious Gaze, Cartilaginous Dilation
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(Viper Fangs), Cursed Implement (Infernal Blade), Forked Tongue, Sheath, Wings, Entice, Impetuous Rage, Possession, Dark Vision, Enhanced Senses (Taste), Flagitious Twin*, Regeneration, Elemental Resistance (Fire), Hell Gate SORCERY RITES: NA BANE: To destroy Azazel one must first banish the Demon back to the Cave of Dudael. To do so, a Sentinel of Raphael’s Order must captivate the Demon by confessing his deepest, darkest sins in an extended roll of Faith + Praying versus DR 5 for a number of action phases equal to Azazel’s Malice. Recognizing the Sentinel’s attempt to make him a scapegoat for sin, the Demon will banish itself back to the depths of Dudael where it seeks refuge from the confessor’s revealed transgressions. The confessor must then invoke a prayer to Raphael (Inspiration + Praying versus DR 4) for further assistance. As the prayer is maintained without failure, the sands within the cave will begin to absorb the Demon into its bowel and it will lose one point of Entity per phase. If Azazel’s Entity reaches 0, he is destroyed forever. TRUE FORM: As Azazel discards his mortal Guise, a serpentine Demon is revealed. Still humanoid in form, his skin is plated with ebony scales beneath which scarred flesh burns crimson, a reminder of the wounds suffered millennia ago. Azazel’s angular features and chiseled musculature seems sculpted from the blackened rock of his once eternal prison; still the Demon hunches under the 12 layers of semi-translucent flesh that comprises its massive wings. Like many Fallen, Azazel’s sunken eyes bear black sclera and cornea that reflect the blaze of hellfire. *Should Azazel evoke Flagitious Twin, he does not split into exact duplicates, but rather into a pair of giant vipers, each bearing the head and skull of a flayed goat. Up to seven serpents, (each decreasing in size) can be duplicated. Azazel’s Cartilaginous Dilations inject venom equivalent in potency to a cobra.
The Nephilim “The Nephilim were on the earth in those days — and also afterward — when the sons of God went to the daughters of men and had children by them. They were the heroes of old, men of renown.”
were abhorrent creatures which when born tore themselves free from their mother’s womb. This breed of Nephilim, rejected for their deformities were often slain before their celestial fathers could steal them away. The Fallen nurtured those they could save on mortal flesh, the only sustenance that could sate their carnal hunger. The cannibalistic giants that matured continued to defile the bloodline of man by fornicating amongst themselves and the beasts of the wild. Having no regard for mankind, they conquered, subjugated, and devoured their subordinates. God sent the Deluge to cleanse the earth of these vile genetic anomalies. For their sins, the women who birthed the Nephilim drowned in the Great Flood waters along with most of their colossal children. Only the most powerful giants survived. They bred amongst themselves, siring their own tribes. The history that followed was plagued with internal strife and war, which ultimately led to extinction of the race. Because of their mortal aspects, the Nephilim that perished in the Great Flood could no longer manifest on earth. While those that did survive were being worshiped and employed by the False Prophets of the Beast Kingdoms, those in Hell were revered by the lesser Demons that occupied the dark realm. Presented with their birthright as the “Princes of Darkness,” the Nephilim share the upper ranks with the other Demon Lords. Today, the Nephilim hunger for the chance to be earth’s superior race as it did so long ago. Having learned the art of possession from their fathers, such an attempt is possible. Unbeknownst to them however . . . if they do usurp the mortal flesh to manifest on earth, the cannibalistic hunger long forgotten will plague them once again. So too will they be cursed with the competitive jealousy and inherent hate for others of their ilk — one of the factors that led to their demise in ages long past.
Og the Rephaim, King of Bashan “Only Og king of Bashan was left of the remnant of Rephaites (Giants)” — Deuteronomy 3:11 Og was a second generation Nephilim descended from the Fallen Angel Semyaza. Last of the Rephiam to survive the Deluge, the giant reigned over sixty cities in Bashan, the most northerly lands east of Jordan. Og lived through many wars but ultimately was destroyed by the Israelites at the battle of Edrei, immediately
The Accursed
— Genesis 6:4 Sharing the upper echelon of Hell’s hierarchy with their Infernal progenitors are the Nephilim. These bastard children were produced from the unholy union between the Fallen and the Daughters of Men. Half mortal and half Angel, “the Fallen ones” or more correctly, the ones of the Fallen, were characterized by superior intelligence, stamina and strength. They were giants both of stature and mind, which exceeded that of any mortal. Some of the offspring born were of fair mortal aspect, like the zamzummim or “achievers” and the gibborim or “giants.” They were the demi-gods of myth and legend, the mightiest men on earth. The cities they built were equally large and fortified. But others, like the anakim (“long-necked”), awwim ("devastators”), emim (“terrors”) and rephiam (“weakeners”),
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God’s curse upon the genetic anomalies of Angel and man still afflicts the Nephilim of the modern era. When manifest on earth the Demon must eat the equivalent of one mortal a week to keep its Guise from deteriorating. Failure to sate its hunger for flesh results in the giant bursting from the confines of the mortal form, completely expending its Guise pool. The giants are also cursed with the inherent hate for others of their kind. When in the presence of another Nephilim, both must make a Willpower roll versus DR 6. Failing this roll forces the Nephilim to expose its True Form to battle its kin. If already in True Form, a confrontation is imminent. For this reason, the Fallen who allow their children to manifest take great care in guiding them in their actions, since they make excellent minions, as long as they don't meet others of their own kind and keep their cannibalistic necessities under control.
after they conquered his brother Shihon, King of the Amorites. Legend tells that Moses struck the fatal blow which fell the giant. Although his body was confined to a sarcophagus of black basalt, an iron-like substance, the defeated spirit of the manAngel-beast, was cast to the Abyss. Consumed by the Infernal fires, Og burned in fury, as his vacant kingdom was bestowed upon the tribes of men. Og’s obsession to regain the reign of the mortal world forced the entity to seek tutelage under his ancestor Semyaza. From him, the Nephilim learned the art of penetrating the mortal realm and bestowing his spirit within the flesh of man. It took centuries to perfect the art due to his broken lineage and millennia to put the skills to use. Og learned that the hunger for flesh, left dormant in the Infernal realms, awakened once he pierced the threshold to the mortal world. Sometime during the dark ages he returned to earth. Loose from his Infernal bonds, Og would find a host and begin bloodthirsty rampages, caring little for stealth as he reveled in the freedom. It is he who brought the Nephilim to prominence as the “Ogre” during the French Middle Ages. During the later centuries of the second millennia he grew wiser and began finding places and ways to have his carnage concealed. Now those he possesses find the meat that gratifies his yearning. Although no different than other men, they become monsters; modern cannibals who lure the weak and innocent damned from past lives of turmoil into their compassionate embrace. After successfully severing their ties to old friends, family and loved ones, the victim’s fall prey to the insatiable appetite that keeps Og’s True Form from manifesting and he takes hold of their shell in a more permanent manner. BODY: Agility 6, Attractiveness 1, Might 10, Vigor 9 MIND: Logic 7, Reason 2, Senses 7, Willpower 4 SPIRIT: Avarice 7, Darkness 4, Malice 6, Entity 12 PROFICIENCIES: Awareness 2, Command 5 (Major Demons), Conspiracy 4 (Lies), Culture 2, Evasion 2, Hand-to-Hand 7 (Stomp), Human Perception 4 (Victim’s of Abuse), Intimidation 6 (Inspire Fear), Language 4 (Dead Languages), Lifting 5 (Hauling), Melee 4 (Spiked Club), Negotiation 4 (Diplomacy), Occult 3, Persuasion 2, Religion 5 (Angelic Lore), Seduction 1, Survival 5 (Flood Plains), Goety 3, Necromancy 2 GUISE: 10 TAINT: 5 KO’ACH: 18
patches of a reddish brown hair. The six fingers gracing each hand extend in long, filthy talons. The killers that Og possesses are indistinct loners who don’t draw attention to their actions. This sort of profile assures that his cannibalistic practices go undiscovered.
Greater Demons Greater Demons are classified primarily by their Infernal nature and talents. They are the liars, tempters, destroyers, and tricksters. Although not usually worshiped by mortals as are their superiors, Greater Demons make themselves available to men who are seeking power in exchange for their precious souls. Intent to live through these mortals, the fiends lend their Iniquities temporarily for a chance to acquaint themselves with the world they aim to blemish. As the exchange of soul for power continues, the Demon slowly consumes the life force of those who become obsessed with their gifts. It claims the mortal identity as its own when there is nothing left of the vessel’s spiritual being. Only then is the Demon free from its abysmal bonds to implement its own evil agenda.
The Galail “The desert creatures will meet with the wolves, the hairy goat also will cry to its kind; yes, the night monster will settle there and will find herself a resting place.” — Isaiah 34:14 The Galail are a class of malicious spirits that use trickery and seduction to lure man into their Infernal embrace. Ardat, Galal, and Lilit comprise this race of Demons. In the time of the Fallen, these Demons inhabited the desert wastes and would sneak into the camps of men to impose their sexual aberrations. Ardat are female spirits which take their True Form as spectral hags. They steal into men’s bedchambers in the form of an evening mist to fill their slumber with erotic aberrations and nightmares. As the victim is restrained and paralyzed by the Ardat’s nocturnal influence, the Demon feeds off its spiritual vitality. Seldom do they manifest. Instead they rely on their victim’s vulnerability as they sleep, forcing them to carry out atrocious deeds while in a dream trance.
Ardat
INIQUITIES: Cartilaginous Dilation (Talons), Juggernaut, Entice, Possession, Enhanced Senses (Sight), Infernal Strength, Invulnerability (Drowning), Invulnerability (Bullets), Invulnerability (Arrows), Arcana Resistance
“maid of desolation” — (ardat lili) of Babylonian tradition BODY: Agility 2, Attractiveness 1, Might 4, Vigor 3 MIND: Logic 3, Reason 4, Senses 7, Willpower 5 SPIRIT: Avarice 7, Darkness 7, Malice 8, Entity 12
SORCERY RITES: Pestilence, Amulets, Spirit Evocation BANE: Og has a vulnerable ankle as well as a weakness to black basalt. If an attacker makes a direct hit to the Nephilim’s ankle with a weapon forged from the iron-like metal (DR 7 for the attack roll), and Og fails his resistance roll, he crumbles under the massive weight of his body and is destroyed. TRUE FORM: Without the restraints of Guise, Og stands over 4 meters tall. He is humanoid in appearance. Although the giant’s pate is bald, his translucent gray skin is broken by sparse
PROFICIENCIES: Awareness 3, Command 4 (Tranced Victims), Concentration 4 (Nightmares), Conspiracy 3, Evasion 2, Hand-to-Hand 4 (Restrain), Human Perception 4 (Recessive Emotions), Intimidation 3, Occult 4 (Dream Interpretation), Seduction 1, Stealth 6 (Shadows), Witchcraft 2 GUISE: 8 TAINT: 4 KO’ACH: 25
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INIQUITIES: Malicious Gaze, Nightmares, Dream Trance, Artifice, Dark Vision, Shadow Walk, Obscuring Mist, Incorporeality SORCERY RITES: Beauty, Dementia BANE: The Ardat can only be destroyed while lured in the illusory world of the Dream Trance by its victim. A Willpower + Conspiracy roll versus DR 7 is necessary to regain control of the subconscious and bait the Demon into the dream. Once trapped, the Ardat will seek out the one responsible for turning the tables. If the victim can kill the Ardat in physical combat (Dead Life Level) from within the Dream Trance, the Demon is forever destroyed. TRUE FORM: The spectral hag appears as an old, scrawny woman. Its pallid skin is mottled with gray-purple bruises and hangs loosely from a fragile skeleton. Her repulsive face bears a prominent nose, cheekbones, and chin, cracked by a road map of wrinkles and scars. An Ardat’s eyes resemble sickly yellow globes sunk deep within the sockets of its skull. Its hair is a tangled mess of white and gray, and it wears tattered garments that flow eerily above the night mist, signaling her arrival. †
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The Galal and Lilit are seductive Demons that assume the Guise of striking men or captivating women in order to entice mortals with sexual intercourse. Although wildly erotic, this
contact is a method by which they absorb their victim’s soul. Those subject to such union are at times asleep, remembering the encounter only in dream. The Galal or Incubi are a race of lewd Demons that target women for their seductions. Like the Fallen, these Demons lust for the Daughters of Men. They prey on women when they are most vulnerable, raping them in their sleep in order to incite their victim’s own subconscious sexual desires. Being spiritual entities, the Galal use their Guise to assume the form of loved ones — husbands, neighbors, friends or the occasional one-night-stand. A woman impregnated by a Galal conceives as normal and will eventually give birth to a child of evil intent (see Cambion).
Galal “The evil spirit, the dazzling fiend, the evil wind, the assaulting wind, which strips off the clothing of the body as an evil demon, conjure, O spirit of heaven! Conjure, O spirit of earth!” — Magical Text BODY: Agility 3, Attractiveness 7, Might 3, Vigor 5 MIND: Logic 2, Reason 6, Senses 4, Willpower 4 SPIRIT: Avarice 14, Darkness 4, Malice 6, Entity 10 PROFICIENCIES: Acrobatics 3, Art 2, Awareness 3, Command 4 (Lovers), Conspiracy 2, Culture 2, Fast Talk 5 (Smooth Tongued), Evasion 3, Hand-to-Hand 2, Human Perception 3, Lifting 2, Melee 1, Negotiation 2, Performance 4 (Sexual), Persuasion 3, Seduction 6 (Alluring Charm), Security Systems 3, Stealth 3, Street Smarts 2
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BANE: A Lilit that is tricked into making love in front of a mirror sees that she bears no reflection and will vanish forever. Since the succubi avoid mirrors at all costs, to get one in the Demon’s presence is no easy task. It requires a Reason + Conspiracy roll versus DR 8.
GUISE: 6 TAINT: 3 KO’ACH: NA INIQUITIES: Malicious Gaze, Entice, Possession, Longevity, Infernal Conflagration, Life Drain SORCERY RITES: NA BANE: The Demon’s current lover must successfully complete a prayer of benediction during a sexual encounter with the Galal (An opposed roll of Faith + Praying versus the Incubus’ Attractiveness + Seduction). TRUE FORM: When not in the Guise of its victim’s spouse or significant other, the Demon manifests as a fiery being. Agitated fire of crimson and gold dances around an otherwise skeletal form. The Galal’s ebony eyes display a villainous intelligence along with a lustful sneer from beyond the captivating flames. †
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TRUE FORM: The Lilit appears as strikingly beautiful women with long, lustrous black hair and tantalizing eyes. When she dismisses her Guise, large owl-feathered wings unfurl from her back and predatory talons extend from the Demon’s fingertips. The succubus’ true intent is revealed as her stare changes from seductive to sinister.
Utuq “They sacrificed to demons who were not God, to gods whom they have not known, new gods who came lately, whom your fathers did not dread.” — Deuteronomy 32:17
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The Lilit get their name from the first of their species, the legendary wife of Adam before Eve — Lilith. According to Hebrew doctrine, God created Adam and Lilith as one entity, connected back to back. When they repeatedly argued, God split Adam and Lilith, severing their spousal union. Still unwilling to submit herself to a man, Lilith fled with the Fallen Angel Sammael and a band of Demons. Together they spawned the Lilit. These Succubi dominate the masculine sex by raping them in their sleep and sucking their blood. Envious of those who descended from Adam, these night Demons also steal newborns from their cribs to quell their lust for souls.
Lilit “The evil Lilith, who causes the hearts of men to go astray and appears in the dream of the night and in the vision of the day, Who burns and casts down with nightmare, attacks and kills children, boys and girls.” — Persian Incantation Bowl BODY: Agility 4, Attractiveness 8, Might 2, Vigor 5 MIND: Logic 3, Reason 6, Senses 5, Willpower 5 SPIRIT: Avarice 15, Darkness 3, Malice 5, Entity 12 PROFICIENCIES: Acrobatics 4 (Contortion), Art 1, Awareness 3, Command 6 (Men), Conspiracy 3, Culture 1, Fast Talk 3, Evasion 4 (Flight), Hand-to-Hand 2, Human Perception 4 (Lust), Lifting 1, Negotiation 3, Occult 4 (Sorcery), Performance 5 (Sexual), Persuasion 4 (Cunning), Seduction 7 (Provocative), Stealth 4 (The Night), Goety 2, Witchcraft 4 GUISE: 10 TAINT: 4 KO’ACH: 15 INIQUITIES: Baleful Howl (Screech), Cartilaginous Dilations (Fangs), Cartilaginous Dilations (Talons), Wings, Entice, Impetuous Rage, Life Drain SORCERY RITES: Cursed Soul, Dark Veil, Evil Eye, Malicious Flora, Dementia, Fate’s Guiding Hand
Millennia ago, man summoned evil spirits to wreak havoc upon their enemies. Others tempered the secret arts of the Fallen to keep these entities at bay, sending them back to the desert from which they were called. This breed of Greater Demons, the Utuq, was comprised of various malevolent entities each with their own method of cloaking the civilized world in chaos and horror. The Demons that rank amongst the Utuq are the Alal, Gigim, Maskim, and Telal. The Forbidden Path practiced by modern Sorcerers of the New Millennium has opened the threshold for the Utuq’s might to manifest upon the earth once again. With the intention to channel Infernal energy for their own machinations, the dark magi lose grasp of the power and instead have their own life force drained by the fiends, allowing them to materialize into reality. Murderers, molesters, abductors and plague-bearers, the Utuq use their newly acquired forms to continue their campaign of terror in the Legion’s name.
The Alal “So he overcame the destroyer, not with strength of body, nor force of arms, but with a word subdued him that punished, alleging the oaths and covenants made with the fathers.” — Solomon 18:22 The Alal exist only to destroy. As Infernal agents, they annihilate enemies of Satan with an arsenal of natural weaponry. They plot and scheme from within their underground havens, emerging only to spread murder and mayhem amongst the masses. The Alal have found comfort amongst the criminal element of society who succumb to their tainting influence and have no regard for human life. BODY: Agility 4, Attractiveness 2, Might 7, Vigor 8 MIND: Logic 2, Reason 1, Senses 4, Willpower 6 SPIRIT: Avarice 5, Darkness 14, Malice 9, Entity 14 PROFICIENCIES: Awareness 4 (Danger), Climbing 2, Command 2, Conspiracy 4 (Espionage), Evasion 3, Hand-to-Hand 7 (Mangle), Intimidation 5 (Terrorize), Investigation 2, Lifting 3, Melee 3, Munitions 1, Stealth 7 (Stalking), Street Smarts 2, Survival 3
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GUISE: 16 TAINT: 5 KO’ACH: NA INIQUITIES: Repugnance, Barbed Tail, Cartilaginous Dilations (Fanged Maw), Cartilaginous Dilations (Pincers), Sheath, Juggernaut, Dark Vision (Feelers), Infernal Strength, Invulnerability (Metal), Shadow Walk
PROFICIENCIES: Awareness 4 (Prey), Command 2, Conspiracy 2, Evasion 5 (Escape), Intimidation 3, Investigation 3, Seduction 3, Stealth 4 (Quiet Movement), Street Smarts 1, Survival 4 (Desert) GUISE: 11 TAINT: 3 KO’ACH: NA
SORCERY RITES: NA BANE: The Alal can be destroyed if an amulet inscribed with the Demon’s True Name is tossed into its gaping maw (Agility + Melee versus DR 7).
INIQUITIES: Malevolent Utterances, Possession, Artifice, Invisibility, Warmth (as Chill), Elemental Resistance (Fire), Incorporeality SORCERY RITES: NA
TRUE FORM: When this horror discards its Guise those who witness the unveiling may very well wish they had died before having to see such evil manifest. The Alal is an arthropod, a creature with the lower body of a segmented worm. It drags its massive weight with four jointed limbs that are retracted beneath the abdomen when in a rested state. The destroyer’s maw is lined with vertical rows of jagged teeth that are wrapped within the folds of its abdomen. The Demon’s upper body is humanoid bearing four segmented arms (allowing an extra attack without penalty) each ending in a silverclawed pincer. Two-tentacle like feelers at the peak of its crescent-shaped eyeless head allow the Demon to maneuver in the dark. Along the Alal’s jet-black plated hide, rough, uneven ridges descend down to the end of its thrashing tail.
BANE: Trapping the Gigim in an unbroken circle of salt forces the malevolent spirit to materialize. The Demon is then susceptible to physical attack. The Gigim is unable to flee if bound by the circle. The Demon perishes if a person with Grace pierces the blackened heart of the entity with a spear of iron. (Agility + Melee versus DR 7). TRUE FORM: Gigim are incorporeal entities invisible to the naked eye. Uncomfortably warm gusts of air, or swirling dust clouds are signs of the Demon’s presence. Those inhabited by a Gigim display the veneer of a madman. A few who have forced the Demon to materialize describe Gigim as humanoid lunatics with golden brown skin stretched taunt over sinew and muscle. A funnel of swirling sand hides the creature’s lower extremities. Their skulls are wreathed in flame and bear an insane visage accented by beady eyes and a lipless grin.
Gigim
Maskim
“In the synagogue there was a man possessed by the spirit of an unclean demon, and he cried out with a loud voice.” — Luke 4:33 Ancient wanderers of the vast, inhospitable desert, the Gigim now stalk the night air in search of poor souls. Their prime motive is to possess men and force them to perform acts of murder, rape, and molestation. Nomads by nature, these spirits move from one host to another, leaving a Tainted trail behind them. BODY: Agility (as host), Attractiveness (as host), Might (as host), Vigor (as host) MIND: Logic 4, Reason 3, Senses 4, Willpower 4 SPIRIT: Avarice 11, Darkness 15, Malice 7, Entity 10
“Know that the Evil Spirits are principally Seven, for the Seven Maskim who tear away the heart of a man and mock his Gods.” — The Necronomicon The seven Maskim are a class of Greater Demon invoked to bring chaos upon the earth. Their power conflicts with the normal course of nature. Sorcerers who obtain the Maskim’s gift gain the ability to cause the earth to tremble, the winds to roar, and the skies to turn black. The Infernal tempest is only a sampling of their iniquitous abilities. When manifest, abduction is secondary to the Demon’s destructive might. Known as “layers of ambush,” the Maskim
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steal away unwary souls. From atop buildings and below ground, they extend their hideous appendages to ensnare men, woman, and children. Proclaimed casualties of the streets, the missing are taken to hidden lairs where they are fondled, polluted, and befouled with the Taint of these hideous beasts. Once their appetite for souls is sated, the Maskim return to the Abyss to barter their acquisitions in an effort to increase rank amongst the Infernal. BODY: Agility 5, Attractiveness 1, Might 8, Vigor 9 MIND: Logic 6, Reason 2, Senses 5, Willpower 6 SPIRIT: Avarice 14, Darkness 13, Malice 14, Entity 15 PROFICIENCIES: Acrobatics 4 (Swinging), Awareness 5 (Reflexive), Climbing 4 (Scaling), Conspiracy 3, Evasion 4 (Retreat), Hand-to-Hand 4 (Tentacles), Intimidation 4 (Frighten), Jumping 2, Lifting 3, Occult 3, Stealth 4 (Shadows), Street Smarts 2, Goety GUISE: 18 TAINT: 4 KO’ACH: 34
INIQUITIES: 4 Barbed Tentacles (as Barbed Tail), Cartilaginous Dilations (Horns), Enhanced Senses (Taste), Regeneration, Shadow Walk, Spider Walk, Infernal Storm SORCERY RITES: Pangs, Dark Veil, Pestilence, Evil Eye, Magical Defense BANE: The ashes from a fir cone are burned and combined with holy water to form a paste. If a weapon coated with the mixture is used to deliver a killing blow (Dead Life Level) upon the Maskim, it is destroyed. TRUE FORM: The seven Maskim all bear semblances akin to each other. They are brawny Demons with hairless bodies. Void of human features, their heads are befouled by hideous crown of horns and exposed veins. Numerous feelers surrounding the creature’s sucker-like maw constantly lash out, “tasting” the air for sensory input. Four tentacles of blubbery, elasticized flesh jut from the Maskim’s back. Each is padded with sharp, tooth-like ridges. The tentacles are used by the Demons to ensnare their prey as well as hoist themselves to higher ground, where they wait to ambush the unwary.
Telal “ . . . the sword of the enemy and fear is on every side.” — Jeremiah 6:25 The Telal are warrior Demons. In Hell, they serve the Infernal lords as soldiers, protectors, and punishers. Of the Utuq, the Telal exploit the inner cities to exist amongst the mortal populace. Once assimilated, they exist to fight under Satan’s banner. Drug wars, gangland slayings, and blood in the streets are all products of the Telal’s campaign. They spread their own fury upon mortals that are bred from poverty, hate, and violence. As more and more of these lost souls are recruited, the Legion’s army only grows. BODY: Agility 7, Attractiveness 3, Might 5, Vigor 6 MIND: Logic 4, Reason 3, Senses 6, Willpower 4 SPIRIT: Avarice 10, Darkness 6, Malice 12, Entity 13 PROFICIENCIES: Acrobatics 2, Awareness 4 (Instinct), Command 4 (Marked), Conspiracy 2, Evasion 3, Hand-to-Hand 5 (Streetfighting), Human Perception 4 (Exploitation), Intimidation 3, Melee 5 (Cursed Implement), Munitions 3, Negotiation 2, Occult 2, Persuasion 2, Security Systems 3, Seduction 2, Stealth 1, Street Smarts 3, Vehicles 1, Goety 1 GUISE: 12 TAINT: 3 KO’ACH: 20 INIQUITIES: Malicious Gaze, Cartilaginous Dilations (Horns), Cartilaginous Dilations (Talons), Cloven Hooves, Cursed Implement (Barbed Whip), Impetuous Rage, Infernal Strength, Invulnerability (Blunt Weapons) SORCERY RITES: Cursed Soul, Pestilence BANE: Should a Telal perish (Dead Life Level) by any means other than combat (falling, incidental fire, plane crash, etc),
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the Demon is destroyed forever, due to a death unworthy of a soldier of the Legion. TRUE FORM: Without Guise, the Telal are ferocious and stalwart. They have the head and lower extremities of a bull with a humanoid torso, and arms. A blue-black mane recedes from the Telal’s brow, down its back to its shaggy shanks. The deep crimson flesh covers a muscular physique. The Demon’s talons, hooves, and horns are a greasy jet black. In constant fury, the Talal’s dark eyes glow an eerie luminescent green.
Lesser Demons Demonic entities that comprise this level of the Infernal hierarchy are slaves to their sovereign masters. However when inhabiting the corporeal plane, the Lesser Demons temporarily gain their freedom. They willingly submit themselves to the disposal of Sorcerers — the key to celebrating an incarnate existence via augmentation or summoning. Still, the Lesser Demons carry out the same agenda as their superiors, the Tainting of mankind and the consumption of souls.
Seducers like their fathers, the Incubi’s sons and daughters lure mortals into darkness, tempting them to embrace a life of evil, an existence much simpler than that followed by the righteous. BODY: Agility 4, Attractiveness 1, Might 2, Vigor 3 MIND: Logic 4, Reason 6, Senses 3, Willpower 4 SPIRIT: Avarice 11, Darkness 3, Malice 6, Entity 6 PROFICIENCIES: Acrobatics 1, Art 1, Awareness 2, Command 2, Conspiracy 3, Culture 4 (Tradition), Fast Talk 3, Evasion 3, Hand-to-Hand 3, Human Perception 3, Intimidation 1, Languages 1 (Demon Speak), Meditation 2, Melee 2, Munitions 1, Music 1, Negotiation 2, Occult 3, Performance 3, Persuasion 2, Seduction 4 (Charm), Stealth 2, Street Smarts 1, Demonology 3 GUISE: 5 TAINT: 2 KO’ACH: 12 INIQUITIES: Cartilaginous Dilations (Talons), Entice, Longevity, Life Drain SORCERY RITES: Summoning, Demonomancy BANE: A Cambion is destroyed when administered the Rites of Baptism. The Rites are invoked while pouring holy water over the head of the Demon. Success is achieved with a Faith + Praying roll versus DR 7.
Cambion “A name given in the postmedieval period to the semihuman offspring of either an incubus or a succubus.”
TRUE FORM: Even after reaching adulthood, the Cambion’s True Form is that of a hideously deformed human infant with an over-sized vein-ridden head. The Demon taunts with tiny beady eyes and a constantly lashing soiled serpentine tongue. Its body is a sickly pink. Bloody red talons are the Cambion’s natural weapons of defense.
— Occultopedia These little Demons are the offspring of the Galal. More Demon than human the children of an Infernal consummation are wrought when a mortal fell victim to an Incubus’ carnal embrace. The symptoms of conception become apparent within days. Any attempt to dispose of the unholy mistake (such as abortion) is met with accidental tragedy upon those who try. A woman impregnated by a Galal carries the dark seed within her womb from one to eight months. During the gestation period, she demonstrates all the outward signs of being pregnant; a distended stomach, weight gain, and a lot of pain. But within, there are no signs of life other than the father’s Infernal essence materializing into a fetal form. Only when touched by human hands during delivery does the infant come to life. By this time, Guise has cloaked the Demon spawn to assure an unnatural growth from infancy to adulthood in almost two years. Before coming of age, the Cambion usually disposes of its maternal parent to hide the truth regarding its Infernal heritage. Some Cambion are cordial to the human race. They integrate within society to learn the culture, its desires, and its weaknesses.
Innin “The phantom, child of heaven, which the gods remember, the Innin, prince of the lords.” — Chaldean Incantation from a cuneiform tablet
Innin are hobgoblins that lead men astray. They are the inner voices that whisper commands of suicide into the troubled minds of the depressed. They are the tempters who make men kill rather
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than lose their dignity. They are tricksters who drive the lonely insane with illusions of what a relationship “should” be like. Whatever the reason for the Innin’s trickery, the resolve of its victim usually results in death and the forfeiture of his soul. Like a vulture, the Innin scavenges the spiritual currency for a later day when it can bargain for another furlough from the Infernal realm. BODY: Agility 3, Attractiveness 5, Might 2, Vigor 3 MIND: Logic 3, Reason 7, Senses 3, Willpower 3 SPIRIT: Avarice 12, Darkness 5, Malice 9, Entity 10
130 years, he fell prey to the dangerous spirits that dwelled in the desert. Forced to mate with the entities, Adam spawned the injurer Demons. The Mazzikin are invisible Demons responsible for paranormal activity and chaotic behavior. They choose to reveal themselves in action rather than appearance. Inexplicable noises, mischievous tricks, and the throwing about of furniture by an unseen force are all signs of the Mazzikin’s presence. With a whisper, Mazzikin can drive a mortal into a homicidal rage. It is this influence that prompts serial killers and maniacs to perform their wicked deeds. BODY: Agility 0, Attractiveness 0, Might 0, Vigor 0 MIND: Logic 1, Reason 1, Senses 9, Willpower 10 SPIRIT: Avarice 8, Darkness 9, Malice 8, Entity 5
PROFICIENCIES: Awareness 3, Command 4 (Temptation), Conspiracy 4 (Lies), Fast Talk 3, Evasion 1, Hand-to-Hand 1, Human Perception 4 (Weakness), Investigation 2, Negotiation 4 (Soul Bargaining), Occult 1, Persuasion 4 (Coercion), Seduction 1, Stealth 2 GUISE: 11 TAINT: 2 KO’ACH: NA
PROFICIENCIES: Awareness 7 (Depressed Person), Intimidation 5 (Paranormal), Persuasion 7 (Cunning)
INIQUITIES: Dream Trance, Entice, Impetuous Rage, Malevolent Utterances, Possession, Artifice, Invisibility
GUISE: none (Iniquities use Entity instead. See Guise, page 163 for more details)
SORCERY RITES: NA
TAINT: 1 KO’ACH: NA
BANE: The Innin is destroyed if it is tricked into inhabiting the body of someone who led a fulfilled life. This requires an opposed roll of Reason + Conspiracy versus the Innin’s Senses + Awareness.
INIQUITIES: Baleful Howl, Nightmares, Chill, Impetuous Rage, Invisibility, Obscuring Mist SORCERY RITES: NA
TRUE FORM: Innin appear as small impish creatures no taller than a child. Their jaundice skin is dry and wrinkled like stretched leather. Eyes similar to ebony orbs and a broad, sardonic smile sink deep within a bulbous, almost swollen face. When possessing a mortal, the host bears the affinity to wear dark leather clothing, a minor hint of the inner Demon’s inspiration.
Mazzikin “And the Mazikeen shall not come nigh thy tents.” — Psalm xci. 5 (Chaldee version)
BANE: A righteous person (at least 4 Grace) must coerce the spirit to reveal itself. Once exposed (Reason + Persuasion roll versus DR 6) a kind dismissal from the instigator destroys the Demon forever. TRUE FORM: Mazzikin always remain invisible, but when exposed, are seen as featureless humanoids with gaping mouths and lolling tongues. The Demon’s presence is made known by its howling whispers, tempting chill, and the objects that fly through the air seemingly by their own accord.
Shedim “They even sacrificed their sons and their daughters to the demons, . . .”
Mazzikin were born of Adam after he was expelled from the Garden of Eden for tasting of the fruit from the Tree of Knowledge. Abandoned and unprotected for
— Psalms 106:37 Shedim are the unclean spirits summoned through human
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sacrifice. In ancient days, men shed the blood of their sons and daughters to call this wild species of Demon from its uninhabited lairs of waste. Today, modern Demonologists have adopted these pagan practices to invite the Shedim into the temporal world. In exchange for the nourishment of flesh and blood, the Demons grant power and protection. The Shedim are arrogant and all knowing. For a fee of souls, they share the forbidden knowledge of the future and reveal the hidden secrets of the past. BODY: Agility 3, Attractiveness 2, Might 5, Vigor 4 MIND: Logic 10, Reason 6, Senses 11, Willpower 4 SPIRIT: Avarice 7, Darkness 8, Malice 5, Entity 6
Servile Demons The Servile Demon are subordinate to the rest of Hell’s populace. They are vile creatures borrowed to men as slaves, sentries, and enforcers of evil. This lowliest level of the diabolical hierarchy manifest upon the earth in various ways — necromantic rites, alchemical formulae, or via summoning.
The Dead “For since by a man came death, by a man also came the resurrection of the dead.”
PROFICIENCIES: Awareness 3, Concentration 5 (Future Events), Conspiracy 2, Hand-to-Hand 1, Investigation 3, Languages 4 (Mortal Tongues), Occult 4 (Foresight), Research 3, Stealth 2, Goety 2, Necromancy 4
— I Corinthians 15:21 The Dead are the corpses reanimated by the rites of Necromancers. Stimulated by the energies summoned from the Abyss, the zombies no longer exhibit intelligence or conscience. Instead they follow the commands of the dark mage who brought it back to life. Destitute of soul, the Dead seek to nourish themselves with the flesh of the living in order to sustain their dreadful existence. The Dead’s Body Aspects depend on the success of the Necromancer’s Rite of Creeping Flesh. Prophets should refer to that Necromancy Rite to gain further details on the Dead.
GUISE: 7 TAINT: 2 KO’ACH: 31 INIQUITIES: Cartilaginous Dilations (Claws), Wings, Artifice, Incorporeality, Thorn Barrier SORCERY RITES: Dark Veil, Pestilence, The Sixth Sense, Creeping Flesh, Spirit Evocation
BODY: Agility (varies), Attractiveness 0, Might (varies), Vigor (varies) MIND: Logic 1, Reason 1, Senses 2, Willpower 5 SPIRIT: Avarice 5, Darkness 6, Malice 5, Entity 4
BANE: In order to annihilate a Shedu, one must challenge the Demon in a riddle game. The two sides go back and forth testing each other’s ingenuity to divine the answers. A Shedu will consult the spirits for the solution, while the challenger must roll Logic + Concentration versus DR 7 (of course, an actual riddle game between the Prophet and player is always entertaining!). If the roll is failed, the attempt to destroy the Demon fails. If the Shedu can’t divine an answer, it is instantly destroyed.
PROFICIENCIES: Awareness 1, Hand-to-Hand 2, Intimidation 2, Lifting 2, Stealth 2 GUISE: 6 TAINT: 1 KO’ACH: NA INIQUITIES: Infernal Strength, Invulnerability (Banal Damage), Arcana Resistance, Life Drain SORCERY RITES: NA BANE: The Dead remain animated for as long as the Creeping Flesh Rite dictates in the duration. However, hitting a zombie with a handful of salt forces the undead to dig its way back into the grave and ignore any further attempts of reanimation.
TRUE FORM: Shedim appear as bulls with the clawed feet of a cock. When appearing before men, their countenance reflects that of the one who summoned it. Feathered wings similar to those of Angels extend from the Demon’s shoulders that allow it to ride the winds at running speed.
TRUE FORM: The Dead may appear as it did in life or horribly decayed and skeletal depending on how long the corpse was deceased. Regardless, their flesh is cold and gray.
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The Dead stare blankly with colorless eyes void of any semblance of intellect. If clothed, the tattered remains of burial cloths dangle from their broken bodies.
Homunculus Mephistopheles [more softly]. What is it, then? Wagner [more softly]. A man is in the making! — Faust by Johann Wolfgang von Goethe The essence of khemia gives life to the Homunculus. Created by an Alchemist applying the specific formulae of life, these imps serve their mortal masters as spies. The Homunculus begins life gestating in the ground for 40 days enclosed in a glass vial. When that period ends, the creature must be fed a drop of blood each day for 40 weeks. Then a creature the size of a newborn emerges from the ground to begin an existence of servitude. A Homunculus will live as long as the Necromancer provides a diet of blood. Every day without sustenance, the imp loses a Life Level. See Alchemy for further details on the Rite by the same name that produces this creature. BODY: Agility 3, Attractiveness 1, Might 1, Vigor 2 MIND: Logic 1, Reason 3, Senses 3, Willpower 2 SPIRIT: Avarice 3, Darkness 4, Malice 2, Entity 3 PROFICIENCIES: Acrobatics 1, Awareness 2, Climbing 3, Conspiracy 4 (Spying), Evasion 4 (Escape), Investigation 2, Running 2, Stealth 4 (Quiet)
As time passed into a more civil age, the Scythians all died, casualties of war and the Roman conquest. Their souls, however, were summoned to the depths of Hell, a reward for their sins and corporeal service to Satan. The malevolent spirits of the Scythians maintained their locust-like temperament and in Hell were groomed with Iniquity to become the soldiers of the Infernal Legion. It would be these Demons who would serve Satan as prophesied in Revelation. The Scythians have learned how to inhabit the bodies of mortals, to mingle, corrupt, and spread violence; but most importantly, to serve the Dark Lords once again on earth as hunters of the faithful. The Scythians are the assassins of Sentinels. They assume a mortal Guise and scour the temporal world looking for the 144,000 Chosen Elect that bear the Sphragis, the mark of God. They follow the trail of the Divine to carry out the slaughter. When the Demon swarm finds its prey, only the corpse of a martyr is left behind . . . flayed of its scalp. BODY: Agility 4, Attractiveness 2, Might 3, Vigor 3 MIND: Logic 2, Reason 2, Senses 3, Willpower 3 SPIRIT: Avarice 4, Darkness 3, Malice 4, Entity 3 PROFICIENCIES: Acrobatics 2, Awareness 3, Computers 1, Conspiracy 4 (Concealment), Evasion 2, Hand-to-Hand 3, Human Perception 4 (Cold Analysis), Interrogation 2, Intimidation 3, Investigation 4 (Sentinels), Language 4 (Dead Languages), Melee 4 (Cursed Implement), Munitions 1, Negotiation 2, Occult 2, Persuasion 1, Religion 4 (Angelic Lore), Running 1, Security Systems 2, Stealth 3, Street Smarts 2, Vehicles 1 GUISE: 3 TAINT: 1 KO’ACH: NA
GUISE: 3 TAINT: 1 KO’ACH: NA
INIQUITIES: Cursed Implement (Scythe), Possession, Enhanced Senses (Grace Sense)
INIQUITIES: Dark Vision, Enhanced Senses (Sight), Life Drain
SORCERY RITES: NA
SORCERY RITES: NA BANE: Killing the Alchemist that created the Homunculus destroys the imp instantly. TRUE FORM: The Homunculus looks like a hairless, wrinkled human infant no larger than a meter. Its large black eyes blink with an alien intelligence.
Scythian “Then out of the smoke came locusts upon the earth, and power was given them, as the scorpions of the earth have power.” — Revelation 9:3 During the time of the Six Beast Kingdoms, the Scythians were a nomadic people who migrated from Central Asia to Russia. Like locusts, they seized Southeast Asia and the Middle East, devouring, consuming, and slaughtering the countryside. Recognizing their barbaric exploits, the False Prophets of old employed the Scythians as mercenaries to terrorize the tribes of men that praised God’s name. The hired killers would return from their conquests bearing the scalps of their victims to collect payment.
BANE: A Scythian can be exterminated by striking its brain, which is partially exposed near the peak of the hairline while under Guise. This requires an Agility + Hand-to-Hand or Melee roll versus DR 7. The sudden impact destroys the Demon. TRUE FORM: A Scythian in True Form resembles an insect-like humanoid bearing locust features. Two red ovoid eyes and a mandible-parted feeding tube dominate the Demon’s compact head. An exoskeleton comprised of jaundice yellow, brown, and red mottled chitin plates the entire body. Only the brain, covered by a thin milky membrane lies exposed. At will, the Demon can sprout a jagged scythe-like projection that it uses to carve its prey. The Scythians’ legs are humanoid but unnaturally bent like a grasshopper. Unlike actual locusts, they are wingless. Scythians prefer to possess mortals with blonde, white-hair, and sapphire eyes. To blend with the shadow of night, they wear dark leather clothing. The assassins usually hunt in swarms of three or four, united together by the guttural croaks and staccato clicks they use to communicate with each other.
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Seirim “They shall no longer sacrifice their sacrifices to the goat demons with which they play the harlot. This shall be a permanent statute to them throughout their generations.” — Leviticus 17:7 The Seirim or “he-goats” are an ancient species of spirit who were fostered by Azazel. They were worshiped by men and lusted after by their women. The Dark Lord trained the feral Demons to serve as sentries in the Abyss. Azazel bestows the Seirim to his mortal disciples as gifts for excellent service. On earth, Seirim use the Guise of guard dogs: Mastiff, Pit Bulls, and Dobermans to protect the domain of the Marked from Sentinels. BODY: Agility 4, Attractiveness 1, Might 2, Vigor 2 MIND: Logic 1, Reason 1, Senses 4, Willpower 2 SPIRIT: Avarice 4, Darkness 3, Malice 3, Entity 4 PROFICIENCIES: Awareness 4 (Guard), Evasion 3, Hand-to-Hand 2, Human Perception 2, Intimidation 3, Investigation 1, Running 3, Stealth 2 GUISE: 5 TAINT: 1 KO’ACH: NA INIQUITIES: Cartilaginous Dilations (Horns), Cloven Hooves, Dark Vision, Enhanced Senses (Smell) SORCERY RITES: NA BANE: Severing a Seirim’s two goat horns destroys the Demon. Each horn requires an Agility + Melee roll versus DR 6. TRUE FORM: When not in the form of a mundane beast, the Seirim stalk the night on its humanoid forelimbs and hindquarters of a goat. Dirty-red fur covers most of its body. The Demon’s horns and hooves are a dull black. When confronting its master’s enemies, the Seirim’s otherwise ebony eyes blaze an evil crimson.
The Unquiet “To the land of darkness and deep shadow, The land of utter gloom as darkness itself, Of deep shadow without order, And which shines as the darkness.” — Job 10:21-22 Not quite Demons, the Unquiet are malevolent spirits that have halted their journey from the mundane world to the spiritual Abyss. Lost to wander in Sheol, the abode of the dead, these shades of the living yearn to retain their life on earth. The connection to the living realm is sustained by energy distilled from the soul. In a constant struggle to maintain the essence that prohibits their Infernal descent, the Unquiet use their Iniquitous power to steal the vitality that is fading from their being. Their methods are varied. Some become incarnate and force the living to embrace their sinful advances, thus
relinquishing their soul, while others subtlety taunt and toy with them to the point of losing control and succumbing to their inner-demons. Nevertheless, the Unquiet opens an opportunity to Soul Consume its victims. And although not completely aligned with Satan, the Unquiet are furthering the Legion’s cause all the same.
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Akhkharu
Lalartu
“Then when lust has conceived, it gives birth to sin; and when sin is accomplished, it brings forth death.”
“Surely every man walks about as a phantom;” — Psalms 39:6
— James 1:15 The Akhkharu are vampires. They return to the temporal world unwilling to abandon the passions and desires that life provides. To regain the fulfillment of existence, the shade must reinhabit its body. Doing so requires that the Akhkharu revitalize the dead flesh with the blood of the living, while maintaining its stay on earth through the consumption of souls. Mortals become the main source for both forms of sustenance. With the Guise of its former self, the Akhkharu hides the deceit and trickery it uses to lure the living into its carnal embrace. But the lifestyle of a shade is often lonely, as it is unable to reveal its undead state to loved ones, in fear of endangering its supernatural existence. Rather than reanimating a cadaver that is supposed to be dead, some Akhkharu lend their spirits to Sorcerers instead. Much like the hierarchy of Demons who channel their Iniquity to their worshippers, these shades lend their powers to the living, sharing life in an unholy synthesis. The Necromancers and Demonologists who accept the Akhkharu’s embrace must still feed the occupying spirit the necessary blood and souls it needs to survive, but the sinful deeds far outweigh the rewards.
They hate the living! Lalartu are phantoms composed of dark shadows. Incorporeal apparitions of criminals, homicidal maniacs, and madmen, the spirits are sustained by the bereavement generated by past earthly exploits. The fear, the deprivation, and the dread that emanates from the souls of those who survive the Lalartu’s victims, keeps the fiends bound to the temporal world. Continuing its haunt upon the living, the Lalartu appears to those who lost loved ones. In nightmare, the spirit plays scenes of the carnage over and over, in an effort to inspire insanity. Once void of their senses, the victim falls under the shade’s control. The destructive legacy of the Lalartu continues, but now, at the hands of a different criminal. BODY: Agility 0, Attractiveness 1, Might 0, Vigor 0 MIND: Logic 2, Reason 4, Senses 2, Willpower 2 SPIRIT: Avarice 3, Darkness 6, Malice 10, Entity 11 PROFICIENCIES: Awareness 4 (Victim’s Lives), Command 2, Conspiracy 3, Culture 3, Human Perception 4 (Bereavement), Intimidation 4 (Dread), Occult 1, Stealth 3, Survival 2 GUISE: 5 TAINT: 3 KO’ACH: NA
BODY: Agility 3, Attractiveness 3, Might 4, Vigor 3 MIND: Logic 2, Reason 3, Senses 4, Willpower 4 SPIRIT: Avarice 6, Darkness 4, Malice 4, Entity 12
INIQUITIES: Nightmares, Repugnance, Dream Trance, Possession
PROFICIENCIES: Acrobatics 2, Art 1, Awareness 3, Climbing 1, Command 3, Conspiracy 4 (Protecting Identity), Culture 3, Evasion 2, Hand-to-Hand 2, Human Perception 3, Intimidation 3, Melee 1, Munitions 1, Occult 2, Religion 1, Seduction 4 (Embrace), Stealth 4 (Stalking), Street Smarts 1, Survival (Sustenance), Demonology 1, Goety 1, Witchcraft 1
SORCERY RITES: NA
GUISE: 10 TAINT: 2 KO’ACH: 14
BANE: To destroy the Lalartu, the grave of the criminal must be exhumed. The remains are then blessed (Faith + Praying versus DR 6) by a relative of the murderer’s victim (the relative must have Grace). Upon being consecrated, the remains crumble to dust and the Lalartu is forever destroyed.
INIQUITIES: Malicious Gaze, Cartilaginous Dilations (Fangs), Dream Trance, Entice, Possession, Dark Vision, Longevity, Infernal Strength, Invulnerability (Banal Damage), Spider Walk, Obscuring Mist, Life Drain
TRUE FORM: Lalartu are incorporeal entities composed of deep shadow. Their silhouette is humanoid in form with a twisted visage of malevolence. Separating the phantom from total darkness are its fiery orange eyes that reveal an Infernal glow.
SORCERY RITES: Summoning, Dark Veil, Dementia
Lalassu
BANE: Although there are many ways to destroy an Akhkharu, none are easy. To separate the spirit from its corporeal shell, one must impale the incarnate body’s heart with an aspen stake (Agility + Melee versus DR 7). One may also behead the host (Might + Melee versus DR 7). Regardless of the method, the body must be consumed by fire. This conflagration completes the Akhkharu’s journey to the Afterlife.
“ . . . an avenger who brings wrath on the one who practices evil.”
TRUE FORM: The True Form of the Akhkharu is a malicious reflection of how it appeared in life. Its piercing eyes hint of a cold intelligence. The visage is that of a bestial hunter. As the Guise diminishes, the translucent hue of death and its bloodstained incisors are revealed.
— Romans 13:4 While the Lalartu are the spirits of killers, Lalassu are the specters of those murdered. Outraged that their life was extinguished, they seek vengeance on the innocent. Lalassu are vile and unsympathetic, haunting the location of their demise, the family of their killer, and (of course) the one responsible. They retaliate by instilling madness in their quarry through hallucinations. The visions impressed upon their target channel the same pain and horror the spirit experienced at the hour of its death.
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In an effort to exist long enough to gain vengeance, the Lalassu Taints the innocent. Seeking incarnation through possession, the spirit is able to inflict final punishment upon its oppressor.
Below are samples of the mortal agents of the Legion. They are the forerunners to Satan’s manifestation on earth. It is through them that the Infernal plan to consume all of mankind will come to fruition, paving the way for Satan’s dominance of God’s creation.
BODY: Agility 0, Attractiveness 2, Might 0, Vigor 0 MIND: Logic 2, Reason 3, Senses 3, Willpower 2 SPIRIT: Avarice 4, Darkness 5, Malice 6, Entity 9
Corrupt Clergy
PROFICIENCIES: Awareness 3, Command 1, Conspiracy 1, Intimidation 3, Stealth 2, Survival 1
“Now the Spirit expressly says that in latter times some will depart from the faith, giving heed to deceiving spirits and doctrines of demons.” — I Timothy 4:1
GUISE: 3 TAINT: 1 KO’ACH: NA INIQUITIES: Possession, Artifice, Chill, Incorporeality SORCERY RITES: NA BANE: The Lalassu is put to final rest by the demise of its murderer. TRUE FORM: The specters appear as semi-transparent ghosts bearing the agony and wounds suffered during its violent death.
During the Time of Uncertainty, many priests, ministers, and rabbi have begun to doubt their faith. They are targeted by the Legion to preach false doctrine and discard their vestments for a life of immorality and sin. These holy men weaken the foundation of the faith and its followers — a domino effect which leads to the downfall of the holy institutions that they represent. BODY: Agility 2, Attractiveness 1, Might 1, Vigor 2 MIND: Logic 2, Reason 2, Senses 2, Willpower 1 SPIRIT: Avarice 3, Darkness 1, Malice 2, Soul 3 PROFICIENCIES: Awareness 1, Concentration 2, Conspiracy 4 (False Doctrine), Culture 2, Fast Talk 2, Humanities 2, Human Perception 2, Language 2, Meditation 1, Occult 1, Performance 3, Persuasion 2, Religion 5 (Theosophy), Research 2, Teaching 2
Souls consumed by the Unquiet serve a different function than normal. Besides using Soul Points to buy Iniquities like other supernatural beings such as Demons, the expenditure postpones the spirit's induction into Hell’s Legion. The Unquiet can remain in the mortal realm for a week longer with each Soul Point consumed and spent. Unbeknownst to the Unquiet, it is Infernal powers that allow the shades to stay on earth — in exchange for the spiritual offering of souls of course!
TAINT: 1 KO’ACH: NA SORCERY RITES: NA
Cult Leader
The Marked “So the first angel went and poured out his bowl on the earth; and it became a loathsome and malignant sore on the people who had the mark of the beast and who worshiped his image.” — Revelation 16:2 Mortals who embrace the doctrine of Satan are mystically touched with the mark of the Beast. This goat-like sigil appears of the right palm or forehead of the Marked, visible only to other agents of evil and by Sentinels. Those amongst mankind who swear allegiance to Satan are those who reject God, make compacts with evil spirits, and study the dark arts of Sorcery. Some of the Marked remain individualistic in their reverence to the Adversary, while others band together in Satanic cults and orders. Underground covens of witches and secret societies dedicated to Sorcery have been empowered by the availability of occult knowledge distributed by the Legion. Through Demonology, Goety, Necromancy, Alchemy, and Witchcraft they allow evil to flourish by channeling the Infernal forces back into the modern world. With this power, the Marked are able to infiltrate and dismiss institutions of faith, such as the church, coaxing others to embrace the Forbidden Art; a path much easier to follow than the moral road of rules and regulations.
“The people who are here with me (in jail), they saw the same things I did . . . those children were demons.” — Francisco Bezerra de Morais, Cult Leader Through persuasion, leadership, and deception, a loyal disciple of Satan can recruit others under the Legion’s banner of sin. The cult leader exploits the weak-minded and alienates them from family, friends, and loved ones. Organized under a ritualistic religious system that teaches God has abandoned mankind, the lost souls are forced through fear and guilt to accept the imposed truth — that Satan and his Legion is the true road to salvation. BODY: Agility 2, Attractiveness 4, Might 2, Vigor 4 MIND: Logic 1, Reason 5, Senses 2, Willpower 4 SPIRIT: Avarice 4, Darkness 2, Malice 2, Soul 5 PROFICIENCIES: Awareness 2, Command 4 (Disciples), Conspiracy 4 (The Cult), Fast Talk 3, Human Perception 4 (Weak Will), Meditation 2, Melee 2, Munitions 2, Occult 3, Performance 3, Persuasion 3, Religion 1, Research 1, Science 4 (Psychology), Seduction 3, Teaching 3, Goety 2, Necromancy 1 TAINT: 3 KO’ACH: 9 SORCERY RITES: Cursed Soul, Pangs, Spirit Evocation
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Cult Disciple
Occult Servant
“People who expect the world as it is to end soon do a lot of very strange things.”
“A disciple is not above his teacher, nor a slave above his master”
— Ted Daniels, director of the Millennium Watch Institute BODY: Agility 2, Attractiveness 2, Might 2, Vigor 2 MIND: Logic 1, Reason 2, Senses 1, Willpower 1 SPIRIT: Avarice 2, Darkness 1, Malice 1, Soul 3
— Matthew 10:24 The underlings of Sorcerers and Demons perform mundane tasks such as couriering artifacts, protecting allies, stealing ritual components, and murdering enemies. They normally aspire to learn the secrets of their masters, hoping to be rewarded for their loyalty, but generally never attain such goals.
PROFICIENCIES: Awareness 1, Conspiracy 2, Fast Talk 1, Hand-to-Hand 2, Meditation 1, Melee 1, Munitions 1, Occult 2, Religion 1
BODY: Agility 3, Attractiveness 1, Might 3, Vigor 4 MIND: Logic 1, Reason 2, Senses 2, Willpower 1 SPIRIT: Avarice 2, Darkness 2, Malice 5, Soul 2
TAINT: 1 KO’ACH: NA SORCERY RITES: NA
PROFICIENCIES: Awareness 3, Hand-to-Hand 3, Intimidation 5 (Stare Down), Meditation 3, Munitions 3, Occult 1, Stealth 3, Demonology 1
Demonologist “Once you cross the threshold into the world of darkness, you will forever be in danger, as will all those whom you love.” — The Demonologist by Gerald Brittle In the ancient world, they were called Kashshapi. Today they are modern Sorcerers wishing to gain power and knowledge through communion with the evil spirits in Hell. They study and catalogue various Demons. Through this research, Demonologists obtain the key of the True Name that unlocks the gates between the temporal and Infernal realms. Believing they have control of the Infernal forces, they call forth the spirits for service and mastery of evil. Still, Demonologists are pawns, used by the malicious to help them manifest their evil intent on earth. They are fuel for Iniquity and are easily disposed of when no longer serving a purpose. Only by destroying their own spiritual aura and committing the vilest sins can a Demonologist expect to survive long enough to revel in their illegitimate acquisitions. BODY: Agility 2, Attractiveness 2, Might 2, Vigor 3 MIND: Logic 4, Reason 3, Senses 4, Willpower 5 SPIRIT: Avarice 4, Darkness 5, Malice 4, Soul 3 PROFICIENCIES: Awareness 3, Command 4 (Lead Rituals), Concentration 2, Conspiracy 5 (Secret Society), Hand-to-Hand 2, Intimidation 3, Meditation 3, Melee 2, Occult 5 (Sorcery), Religion 1, Research 4 (True Names), Stealth 2, Demonology 4, Goety 2, Alchemy 2
TAINT: 1 KO’ACH: 6 SORCERY RITES: NA
Serial Killer “I love to kill people. I love to watch them die.” — Richard Ramirez, “The Night Stalker” Of the Marked, the Serial Killer is one of the worst. Having no regard for human life other than to serve his own diabolical desire, this methodical murderer comprises all the aspects necessary to be inducted in the Legion’s ranks. BODY: Agility 3, Attractiveness 2, Might 3, Vigor 3 MIND: Logic 5, Reason 3, Senses 3, Willpower 3 SPIRIT: Avarice 5, Darkness 4, Malice 6, Soul 1 PROFICIENCIES: Awareness 2, Conspiracy 3, Fast-Talk 1, Evasion 4 (Escape), Hand-to-Hand 4 (Strangulation), Human Perception 3, Intimidation 3, Law 2, Lifting 1, Medicine 1, Melee 3, Munitions 2, Occult 2, Persuasion 2, Running 2, Security Systems 2, Seduction 2, Stealth 3, Street Smarts 2, Necromancy 3 TAINT: 5 KO’ACH: 6 SORCERY RITES: Undead Warding, The Sixth Sense, Creeping Flesh
TAINT: 3 KO’ACH: 19 SORCERY RITES: Augmentation, Summoning, Demonomancy, Amulets, Silver & Gold, Elixir of Life, Homunculus
193
“When will the world come to an end? The future is always uncertain, yet I’ve learned to trust that mankind finally has a chance. I didn’t always believe that, but I was younger and more cynical then. It’s like the time that existed before my Anointing — a blur, a half remembered dream from a past life. A life where I didn’t know the blessings of Heaven’s light and the truth of reality. God’s grace has set me apart now, and the trust of his Archangels invested within my soul hangs like the weight of a crucifix upon my back. If only my old mates could hear me now, speaking of Heaven and God with such familiarity. They’d call me a crackpot, a crazy, or a delusional zealot. But how do you offer faith to others. You can't. It has to come from within. Michael taught me that. “Yet, despite the burden of my task, I feel closer to the divine power of creation than to the countless people I meet in my frightened existence. I suppose that’s my sacrifice. To be removed from the very lives I'm trying to save. I never thought it would affect me so deeply, but it burns in my heart without rest. The divine fire of Heaven has not lessened the passion I have nurtured for those who can’t see the visions and prophecies. How can they defend themselves from the Legion’s wicked arts without guidance and forewarning, leadership and faith? It seems impossible at times, but that’s why we’re here, to offer them another choice. We are God’s soldiers, the Chosen Elect, endowed with the grand task of stopping the world’s destruction. Funny how it doesn’t seem so strange to say that anymore. “It can be viewed as a dark tale with a vicious and inevitable ending. But, with all the visions and omens that intrude upon my sleep, keeping me from rest, I have realized that the pain can only mean one thing — hope. Our savior has seen a last chance, a slim possibility of saving ourselves where he no longer can. He died for our sins once before, but now it’s our turn to step up to the plate and prove we have the strength and will to deny evil. I used to think I needed to have all the answers. To solve other people’s problems by making them my own, but Heaven told me how to make a difference without ever saying a word. I learned that it isn’t my sworn responsibility to remove the sins from people’s lives. I’m not a priest or a counselor. It isn’t my duty or charge to lead with dictatorial might and demands of compliance with the threat of eternal damnation. Heaven never did these things to me. And in those first few months, I forgot that the message was a subtle one. I wanted to force the truth upon those who were unable to accept such things. Would I have been any different? Doubtful. But just like I was invested with the power to make a difference, it dawned on me that all people had this power. Just because they don’t have the blessings of revelations or the ability to use God’s power as a weapon against the Legion, doesn’t mean they can’t stand against evil and its minions. It is within the power of mankind to stop the sin that festers from our folly, and stand righteous against the dark forces that enslave us. But like animals starving for food, we fall prey to simply baited traps that entice us to stray from the path with promises of power, salvation, and wealth. Yet the offerings of Hell only represent slavery, damnation, and theft. What wicked irony it is that our souls belong only to us, yet we give them to evil so freely, and all by our actions and indecisions. “Satan is winning this war because we’re letting him win the war. Remember that. Without our cooperation, or our apathetic willingness to deny the laws set before us, on Earth as it is in Heaven, Satan would lose in a heartbeat. But his loss isn’t the true goal of this war. We’re not fighting to defeat the Fallen Angel and his misguided minions out of a sense of arrogant victory. No, it’s not as dramatic as that. Simply put, we’re fighting this war so that we can live.”
— Josh Cable 194
Proficiencies ACROBATICS ART AWARENESS BUSINESS CLIMBING COMMAND COMPUTERS CONCENTRATION CONSPIRACY CULTURE FAST-TALK
ELECTRONICS EVASION HAND-TO-HAND HUMANITIES HUMAN PERCEPTION INTERROGATION INTIMIDATION INVESTIGATION JUMPING LANGUAGE LAW
LIFTING MECHANICS MEDICINE MEDITATION/PRAYING MELEE MUNITIONS MUSIC NEGOTIATION OCCULT PERFORMANCE PERSUASION
RELIGION RESEARCH RUNNING SECURITY SYSTEMS SEDUCTION SCIENCES STEALTH STREET SMARTS SURVIVAL TEACHING VEHICLES
Divinity and Rites Summary Afflict: The Punishment of God (Heavenly Divinity) ECHELON Stinging Swarm Boils and Hives Viper’s Maw Stigmata Leprous Blight Storm of Locusts Blind Leading the Blind
INSIGHT 1 variable 4 5 6 + 1 Grace 8 + 1 Grace 10 + 1 Grace
DIVINITY Afflict Afflict Afflict Afflict Afflict Afflict Afflict
Arcana: The Mysteries of God (Celestial Divinity of Uriel) ECHELON Consecrated Circle Incantation Investment Protective Circle Sanctuary Circle Solomon’s Circle Theurgical Knot
INSIGHT 2 Cost of Rite 2 + cost of Rite 5 3 7 + 1 Grace 2 + cost of Rite
DURATION Indefinite Variable by Rite Variable by Rite Hours equal to Arcanist’s Soul rating Hours equal to Arcanist’s Soul rating Hours equal to Arcanist’s Soul rating Months equal to Soul
195
CEREMONY LENGTH Thirty minutes One Action Phase Variable Ten minutes Thirty minutes One hour Ten Minutes per die rolled
Arcana Rites RITE EFFECT INSIGHT Binding Willpower + Arcana 2 (1 with Focus) FOCUS A small length of metal chain (+1 effect die RITE EFFECT INSIGHT Dance of Fools Logic + Arcana 4 (3 with Focus) FOCUS A piece of twine RITE EFFECT INSIGHT Desert’s Tooth Vigor + Arcana 3 (2 with Focus) FOCUS A quartz or a pinch of desert sand (+1 effect die) RITE EFFECT INSIGHT Dream Herald Aura + Arcana 2 FOCUS An owl’s feather (+1 effect die) RITE EFFECT INSIGHT Dream Lore Inspiration + Arcana 4 (3 with Focus) FOCUS A metal chalice full of wine (+1 effect die) RITE EFFECT INSIGHT Faithful Step Faith + Arcana 3 FOCUS None RITE EFFECT INSIGHT Gall Vigor + Arcana 3 FOCUS A small quantity of myrrh (+1 effect die) RITE EFFECT INSIGHT Ghostly Step Agility + Arcana 3 (1 with Focus) FOCUS A small square of dark silk (+1 effect die) RITE EFFECT INSIGHT Guarded Word Logic + Arcana 4 (3 with Focus) FOCUS Snake scales (+1 effect die) RITE EFFECT INSIGHT Harrying Flock Faith + Arcana 5 (4 with Focus) FOCUS A pigeon, raven or crow’s feather RITE EFFECT INSIGHT Illumination Inspiration + Arcana 1 FOCUS A small wax candle or sulfur match (+1 effect die) RITE EFFECT INSIGHT Immolation Soul + Arcana 5 FOCUS None RITE EFFECT INSIGHT Infernal Balance Senses + Arcana Target’s Taint rating FOCUS A small diamond (+2 effect dice) RITE EFFECT INSIGHT Jacob’s Guise Attractiveness + Arcana 4 FOCUS A lock of human hair (+1 effect Dice)
RANGE INVESTMENT KNOT Sight Yes Yes DURATION A number of Action Phases equal to the Arcanist’s Soul rating RANGE INVESTMENT KNOT Touch Yes Yes DURATION A number of Action Phases equal to the Arcanist’s Soul rating RANGE INVESTMENT KNOT Touch Yes Yes DURATION Instantaneous and Permanent RANGE INVESTMENT KNOT Unlimited No No DURATION Instantaneous RANGE INVESTMENT KNOT Personal No No DURATION Several hours of sleep RANGE INVESTMENT KNOT Personal No Yes DURATION One minute per success RANGE INVESTMENT KNOT Personal/Touch Yes Yes DURATION One hour RANGE INVESTMENT KNOT Sight Yes Yes DURATION One hour per success RANGE INVESTMENT KNOT Personal/Touch Yes Yes DURATION One hour RANGE INVESTMENT KNOT Sight Yes Yes DURATION One minute per success RANGE INVESTMENT KNOT Sight Yes Yes DURATION Ten minutes per success RANGE INVESTMENT KNOT Personal No No DURATION A number of Action Phases equal to the Arcanist’s Soul rating RANGE INVESTMENT KNOT Sight Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Personal Yes Yes DURATION A number of hours equal to the Arcanist’s Soul rating
196
RITE EFFECT INSIGHT Kingly Awe Aura + Arcana 3 (2 with Focus) FOCUS A small diamond or piece of gold (+2 effect dice) RITE EFFECT INSIGHT Lot’s Lament Vigor + Arcana 9 + 1 Grace FOCUS None RITE EFFECT INSIGHT Manna Faith + Arcana 1 FOCUS A small piece of unleavened bread (+1 effect die) RITE EFFECT INSIGHT Missive Flame Senses + Arcana 4 (3 with Focus) FOCUS A match or burning candle RITE EFFECT INSIGHT Open Way Logic + Arcana 2 (1 with Focus) FOCUS A piece of metal wire or a metal key (+1 effect die) RITE EFFECT INSIGHT Quiescent Beasts Aura + Arcana 4 (2 with Focus) FOCUS A small quantity of honey (+1 effect die) RITE EFFECT INSIGHT Reflecting Eye Willpower + Arcana 5 (3 with Focus) FOCUS A small mirror containing true silver (+1 effect die) RITE EFFECT INSIGHT Repair Inspiration + Arcana 3 FOCUS A small piece of amber (+1 effect die) RITE EFFECT INSIGHT Sehem’s Sovereignty Soul + Arcana 4 + 1 Grace FOCUS A branch of rowan wood or a pinch of vervaine (+2 effect die) RITE EFFECT INSIGHT Serpentine Staves Vigor + Arcana 4 FOCUS A short rod, or a stave RITE EFFECT INSIGHT Sleeping Wonders Willpower + Arcana 2 (1 with Focus) FOCUS A pinch of sand or a small metal wrench (+1 effect die) RITE EFFECT INSIGHT Stolen Voice Willpower + Arcana 3 (1 with Focus) FOCUS A piece of leather or hide (+1 effect die) RITE EFFECT INSIGHT Storms Inspiration +Arcana 5 (3 with Focus) FOCUS A hawk’s feather or a phial of rainwater (+1 effect die) RITE EFFECT INSIGHT Succor Agility +Arcana 4 (3 with Focus) FOCUS A small padlock or key
RANGE INVESTMENT KNOT Personal Yes Yes DURATION A number of minutes equal to the Arcanist’s Soul rating RANGE INVESTMENT KNOT Sight No No DURATION Instantaneous RANGE INVESTMENT KNOT Touch No Yes DURATION Instantaneous RANGE INVESTMENT KNOT Special No No DURATION One minute per success RANGE INVESTMENT KNOT Touch Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Touch Yes Yes DURATION Ten minutes per success RANGE INVESTMENT KNOT Personal Yes Yes DURATION One minute per success RANGE INVESTMENT KNOT Touch Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Personal Yes Yes DURATION One Action Phase per success RANGE INVESTMENT KNOT Touch Yes No DURATION Instantaneous and ten minutes per success RANGE INVESTMENT KNOT Touch Yes Yes DURATION One Action Phase per success RANGE INVESTMENT KNOT Sight Yes Yes DURATION A number of Action Phases equal to the Arcanist’s Soul rating RANGE INVESTMENT KNOT Sight Yes Yes DURATION Ten minutes per success RANGE INVESTMENT KNOT Touch No Yes DURATION One hour per success
197
RITE EFFECT INSIGHT Tongues Inspiration + Arcana 2 FOCUS Soil from two continents (+2 effect dice) RITE EFFECT INSIGHT Truthful Tongue Willpower + Arcana 2 (1 with Focus) FOCUS A small sapphire (+1 effect die) RITE EFFECT INSIGHT Unborn Winds Senses + Arcana 2 (1 with Focus) FOCUS A feather taken from a diurnal flying bird (+1 effect die) RITE EFFECT INSIGHT Unregarded Passage Aura + Arcana 4 (3 with Focus) FOCUS A piece of black satin (+1 effect die) RITE EFFECT INSIGHT Uriel’s Gaze Senses + Arcana 5 (3 with Focus) FOCUS None RITE EFFECT INSIGHT Uriel’s Heart Faith + Arcana 2 FOCUS A small diamond and the bark of an oak tree (+1 effect die) RITE EFFECT INSIGHT Uriel’s Sigil Inspiration + Arcana 2 FOCUS None RITE EFFECT INSIGHT Watchful Eye Senses + Arcana 2 FOCUS A small Cat’s Eye or agate (+1 effect die)
RANGE INVESTMENT KNOT Personal Yes Yes DURATION Ten minutes per success RANGE INVESTMENT KNOT Touch Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Sight Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Personal Yes Yes DURATION Ten minutes per success RANGE INVESTMENT KNOT Personal Yes Yes DURATION Instantaneous RANGE INVESTMENT KNOT Sight Yes Yes DURATION One Action Phase per success RANGE INVESTMENT KNOT Touch Yes Yes DURATION A number of days equal to the Arcanist’s Arcana rating RANGE INVESTMENT KNOT Touch Yes Yes DURATION One hour per success
Augur: The Truth of God (Celestial Divinity of Raguel) ECHELON Web of Lies Unmask The Golden Calf Missive of Virtue Sanctum Assignation of the Deceiver Bane
INSIGHT 2 3 5 4 6 + 1 Grace 7 + 1 Grace 10 + 1 Grace
DIVINITY Augur Augur Augur Augur Augur Augur Augur
Compel: The Word of God (Celestial Divinity of Michael) ECHELON Influence Suggestion The Sleeping Will The Hidden Message Shepherd the Many The Shackled Will Holy Dominion
INSIGHT 0 1 2 2 3 3 + 1 Grace 4
DIVINITY Compel Compel Compel Compel Compel Compel Compel
198
Crossing: The Passage of God (Celestial Divinity of Jeremiel) ECHELON INSIGHT Reveal 0 Echo of Voices 1 Graceful Presence of Martrys 4 Pierce the Shroud 5 + 1 Grace Scourge of Will 6 + number of successes Call to Flesh 1 per round + 1 Grace Purgatory’s Release 10 + 2 Grace
DIVINITY Crossing Crossing Crossing Crossing Crossing Crossing Crossing
Elements: The Creations of God (Heavenly Divinity) ECHELON
INSIGHT
DIVINITY
Elemental Aegis Channel Elements Elemental Assault Elemental Sovereignty Elemental Union Elemental Animation Tempest
1 2 3 4 6 5 6 + 2 Grace
Elements Elements Elements Elements Elements Elements Elements
Fury: The Wrath of God (Celestial Divinity of Gabriel) ECHELON
INSIGHT
DIVINITY
The Eyes of Battle Empowerment Armor of Faith Anger’s Edge Holy Wrath Onslaught Gabriel’s Sword
0 1 2 3 4 5 6 + 1 Grace
Fury Fury Fury Fury Fury Fury Fury
Genesis: The Power of God (Heavenly Divinity) ECHELON Let There Be Light Abundant Waters Telluric Manipulation Growth and Abundance Voltaic Manipulation Vitality Immaculate Conception
INSIGHT
DIVINITY
1 to 10 1 to 10 1 to 6 6 8 8 10 + 1 Grace
Genesis Genesis Genesis Genesis Genesis Genesis Genesis
Hallow: The Presence of God (Heavenly Divinity) ECHELON
INSIGHT
DIVINITY
Enochian Prayer Consecration Rebuke Blessing Hallowed Grounds Reconsecration Great Consecration
1 3 0 3 4 + 1 Grace 5 6 + 1 Grace
Hallow Hallow Hallow Hallow Hallow Hallow Hallow
199
Heal: The Mercy of God (Celestial Divinity of Raphael) ECHELON Mending Restoration Purification Cleansing Saintly Touch Regeneration The Binding of Flesh and Spirit
INSIGHT
DIVINITY
2 3 3 5 4 0
Heal Heal Heal Heal Heal Heal
5 + 1 Grace
Heal
Illumine: The Eyes of God (Heavenly Divinity) ECHELON
INSIGHT
DIVINITY
Empathy Metaperception The Key of Babel Communion Angelic Projection Sensations of the Past The Pulse of All Creation
1 1 3 4 3 + 1 Grace 4 + 1 Grace 5 + 1 Grace
Illumine Illumine Illumine Illumine Illumine Illumine Illumine
Omen: The Sign of God (Heavenly Divinity) ECHELON
INSIGHT
DIVINITY
Signs Flashback Déjà Vu Sensitivity Precognition Influence Paradox
0 4 5 5 8 6 + 1 Grace 10 + 2 Grace (permanent)
Omen Omen Omen Omen Omen Omen Omen
Shadow’s Pall: The Shroud of God (Celestial Divinity of Suriel) ECHELON
INSIGHT
Soul’s Cage 1/Banal; 2/Lethal; 3/Incporporeal Death’s Repose 2 Soul’s Rest The target’s Soul Fetter 6 Dust and Ashes 10 + 1 Grace (permanent) Death’s Touch 5 + 2 Grace Harvest of Souls 10 + 7 Grace (permanent) +1 Soul rating
DIVINITY Omen Omen Omen Omen Omen Omen Omen
Angelic Blessings Cry of Martyr’s Guided by Voices Recognition Sanguine Atonement Shepherd’s Path The Heralding The Watcher’s Warning
Blessing of Uriel’s Order Blessing of Jeremiel’s Order Blessing of Raguel’s Order Blessing of Suriel’s Order Blessing of Raphael’s Order Blessing of Gabriel’s Order Blessing of Michael’s Order
200
The Morality Scale “Do that which is right and good in the sight of the Lord.” — Deuteronomy 6:18 The Prophet can use the morality scale as a general tool for rendering moral judgments. Immoral and irresponsible actions are ranked in order from least harmful at the top of the scale to most harmful and unholy at the bottom. The Prophet should keep track of character decisions, removing Grace based not only on specific situations but also upon general trends in each character’s decisions. The more vehement and arbitrary a decision is, the faster a character loses Grace. IMMORAL DECISION
EXAMPLE
Self Indulgence:
acting out of jealousy, greed, envy, selfishness or lust.
Deceit:
lying, cheating or bearing false witness.
Covetousness:
engaging in adultery, robbery, extortion or theft.
Malice:
assaulting without provocation, taking pleasure in other's anguish, grief or humiliation.
Presumption:
causing death or disaster through a lack of foresight, responsibility or consideration.
Atrocity:
indulging in murder, rape, torture or terrorist activities.
Abomination:
engaging in deliberate mass murder, ritualistic murder, or calculated and wide scale war against God’s plan and servants.
Degree of Success
Arcana and Sorcery Resistance Table
DoS 1
OUTCOME Minimal (the character barely pulled off the desired task)
TARGET Mortal Sentinel
Faith
2
Fair (the character succeeds, but with no spectacular results)
Marked
Avarice
Supernatural
Entity
3
Complete (the character manages to carry out the task within an acceptable margin)
Arcanist
Faith + Arcana
4
Accomplished (the character did a good job at succeeding in his endeavor)
Sorcerer
Avarice + Sorcery
5
Masterful (the character not only succeeds, but does it with style)
6
Extraordinary (the character manages to go beyond his expectations)
7
Unearthly (the character shows a display of skill, talent and flare)
Multiple Action Penalty
Precision Bonus ATTACK SUCCESSES 0 or less
PRECISION BONUS No Damage
1
+0D
2
+1D
3
ROLL Willpower
NUMBER OF ACTIONS 1
PENALTY none
2
-1D/+1DR
3
-2D/+2DR
4
-4D/+4DR
5
-6D/+5DR
A character can take a maximum of five actions in one action phase.
Cover
+2D
AMOUNT OF COVER 25%
DEFENSE ROLL MODIFIER -1DR
4-5
+3D
50%
-2DR
6-7
+4D
75%
-3DR
8+
+5D
100%
-4DR
201
Combat Attack Rolls Agility + Melee Agility + Munitions Agility + Hand to Hand
Grace Recovery The following guidelines represent the recovery of Grace up to the character’s maximum total. The Prophet can award these points at any time during a game session, normally just after the Act of Sacrifice has been completed. Use the examples as samples, not hard and fast situations. If a character does something that should result in the recovery of temporary Grace that is not listed below, then the Prophet should feel free to grant the point. After a while, the players will begin to realize what constitutes expedient Grace recovery, and likely begin to play their characters in accordance to the laws of Heaven. This growth and understanding is paralleled as their Sentinel characters will likewise propel the story and the game into the driving themes of prophecy and deliverance. GRACE RECOVERED 1 point
Single Shot and Semi-Automatic Single shot or semi-automatic attacks fire one round each. If the attack is successful, then the target is hit with one round. Precision bonus, resistance rolls, and damage occur as normal. Burst Fire A burst is treated as a single attack, using three rounds of ammunition. If the attack is successful, the player rolls 1D3 to determine how many bullets strike the target. For each bullet past the first, one point of additional damage is added to the weapon’s base damage rating.
EXAMPLE He makes a continuous and deliberate effort to act responsibly and morally.
1 point
He supports his fellow human beings by reaching out to them and aiding them in their problems and worries.
1 point
He explores his faith and his personal relationship with God and learns from past lessons.
1 point
He performs his duty as a Sentinel without regard for selfish goals and feelings.
1 point
He fights the Legion, not to attain glory or for the joy of violence, but on behalf of God and His creations.
1 point
He performs and acts according to his Celestial Order’s Creed.
1 point
He gains new insight into his existing divine powers.
2 point
He learns a new Divinity Echelon or Rite.
2 point
He deliberately injures himself or exposes himself to extreme danger to prove his faith.
2 point
He destroys or forsakes a personal possession of great importance to show that his relationship with God is second to none.
3 point
Defense Rolls Agility + Evasion Agility + Hand-to-Hand Agility + Melee
Automatic Fire A weapon capable of automatic fire expends all its ammo in a single action phase. Automatic fire puts a great deal of hot metal into a small area, but makes controlling and aiming very difficult. Automatic fire has a -2D penalty to the attack roll.
Burst Fire BULLETS THAT HIT 1
DAMAGE weapon’s damage
2
weapon’s damage +1
3
weapon’s damage +2
Aiming FULL ACTION SPENT PHASES AIMING 1 2
He takes an oath or vow by which he must abide. The oath must have some longevity to it and places definite constraints on the character’s lifestyle. For example, “I swear before God that I will speak the truth without omission from this day forth.”
AIMING BONUS +1D/-1DR +2D/-2DR
Scatter/Spray
202
RANGE PB
DAMAGE weapon’s damage
TARGETS 1
S
weapon’s damage
1
M
weapon’s damage -2
2
L
weapon’s damage -4
3
Melee Weapons WEAPON Punch/Kick
DAMAGE Might (banal)
CONCEALABILITY NA
EXAMPLES Hook, Jab, Cross, Elbows, Roundhouse, Straight, Knee
Small Knife
Might +1D
Medium Blade
Might +2D
J
Long Blade
Might +3D
LC
Rapier, saber, scimitar, katana
Two-Handed Blade
Might +5D
NA
Great axe, scythe, Scottish claymore
Polearm
Might +3D
NA
Halberd, spear
P
Punch dagger, stiletto, switchblade Hand sickle, machete, sai or kama
Small Bludgeon
Might +1D
P
Blackjack, brass knuckles, sap gloves
Medium Bludgeon
Might +2D
J
Police baton, tonfa, escrima stick
Large Bludgeon
Might +4D
LC
Baseball bat, warhammer, large mallet
Stave
Might +3D
NA
Quarterstaff, pool cue
Chained
Might +2D
J
Improvised Bludgeon Might +2D
Steel chain, nunchaku, flail
NA
Brick, rock, broken cinder block
Firearm RANGE (PB/S/M/L) 1/10/25/50
MODES SA
AMMO 8
DAMAGE 2
CONCEALABILITY P
Medium Handgun (9mm)
1/10/25/50
SA
16
3
J
Large Handgun (.45)
1/10/25/50
SA
7
4
J
Massive Handgun (.44)
1/10/25/50
SA
8
5
LC
Small Submachine gun (.32)
1/15/30/60
SA/FA
20
2
J
All
30
3
LC
WEAPON Small Handgun (.22)
Medium Submachine gun (9mm) 2/25/50/100 Large Submachine gun (.45)
1/15/30/60
SA/FA
30
4
LC
Military Assault Rifle (7.62)
2/100/200/400
SA/FA
30
4
NA
Standard Assault Rifle (5.56)
2/100/200/400
All
25
4
NA
Sniper Rifle (7.62)
2/200/400/600
SS/SA
10
4
NA
Shotgun (18.5 spray)
2/15/30/60
SA
9
5
NA/LC (Sawed-off)
Shotgun (18.5 slug)
2/20/40/80
SA
9
5
NA/LC (Sawed-off)
Heavy Machine gun (.50)
2/200/400/600
SA/FA
30 (or ammo belt)
6
NA
Short Bow
1/15/30/60
SS*
1
2
NA
Long Bow
2/25/50/100
SS*
1
3
NA
Small Crossbow
2/25/50/100
SS*
1
3
LC
Large Crossbow
1/30/60/120
SS*
1
4
NA
Composite Bow
1/30/60/120
SS*
1
4
NA
* Reloading a bow of any type requires a complete action between shots
203
Natural Healing LIFE LEVEL Bruised
BANAL DAMAGE 1 Hour
LETHAL DAMAGE 1 Day
INCORPOREAL DAMAGE 1 Day
Scratched
3 Hours
1 Week
1 Week
Broken
8 Hours
3 Weeks
3 Weeks
Maimed
12 Hours
6 Weeks
6 Weeks
Crippled
1 Day
3 Months
3 Months
Immobile
1 Day
6 Months
6 Months
Comatose
2 Days
6 Months
6 Months
Dead
Only a miracle can save this being
Body Armor ARMOR Leather Garment
VS. BANAL +1D
VS. LETHAL useless
AGILITY PENALTY 0
Kevlar Shirt
+1D
+1D (Munitions)
0
Ballistic Vest
+1D
+2D (Munitions)
-1
Flak Jacket
+2D
+3D (Munitions)
-2
Archaic Armor
+3D
+3D (Melee)
-4
Poisons and Drugs SUBSTANCE Generic Stimulant
VECTOR Ing. Inj. Inh.
RESISTANCE DR 5
PRIMARY EFFECT Special
SECONDARY EFFECT None
Generic Depressant
Ing. Inj. Inh.
5
-2D
-1D
Generic Hallucinogen Ing. Inj. Inh.
5
Hallucinations
-1D
Alcohol
Ing.
4-5
-1 Agility
None
Chloral Hydrate
Ing.
7
Unconsciousness
-1 Agility/-1 Logic
Sodium Pentothal
Inj.
6
Unconsciousness
-1 Logic
Chloroform
Inh.
5
Unconsciousness
-1 Agility/-1 Senses
Halothane
Inh.
6
Unconsciousness
-2 Senses
Black Widow Venom Ing. Inj.
4
3D Damage
-1 Agility
Rattlesnake Venom
Inj.
5
6D Damage
3D Damage
Cobra Venom
Ing. Inj. Inh.
7
9D Damage
5D Damage
Arsenic
Ing. Inj.
6
8D Damage
4D Damage
Cyanide
Ing. Inj. Inh.
7
10D Damage
5D Damage
Strychnine
Ing. Inj.
7
9D Damage
5D Damage
Nerve Toxin
All
8
12D Damage
6D Damage
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Explosives
Electrical Shock ELECTRICAL SOURCE 110 Volt
DAMAGE 4D
Explosives are easily one of the fastest ways to go from human being to liquid matter in the blink of an eye. Even those trained in their use give explosives unwavering respect, since they know all too well the consequences that such weapons have. An explosive device spreads damage over a radius in meters equal to its damage rating. The listed damage rating decreases by one level for every three meters of distance.
AGILITY MODIFIER -1 Agility for an hour
220 Volt
7D
-2 Agility for six hours
Electric Fence
8D
-2 Agility for six hours
Power Line
12D
-3 Agility for a day, -1 Agility permanently
Transformer
15D
-5 Agility, -2 Agility permanently
Falling DISTANCE 2 meters
DAMAGE 1D
3 meters
3D
4 meters
5D
5 meters
7D
6 meters
9D
7 meters
12D
8 meters
15D
9 meters
18D
10 meters
21D
11 meters
25D
12 meters
30D
13 meters
35D
14 meters
40D
Free Will Costs TRAIT TO IMPROVE Trinity Aspect
COST AT LEVEL ONE —
COST TO RAISE 4 x current rating
Proficiency
3
2 x current rating
Celestial Divinity
4
7
Heavenly Divinity
7
9
Rites
6
—
Grace
Special: Requires Act of Sacrifice
12
Movement Rates and Distances MOVEMENT TYPE Slow Walk/Crawl
METERS/ACTION BONUS Agility
SUSTAINED FOR Indefinite
NUMBER OF ACTIONS Zero
Walking Speed
3 meters + Agility
Vigor x 10 minutes
One
Running Speed
15 meters + Agility + Running
Vigor x 5 minutes
Two
Sprinting Speed
30 meters + Agility + Running
Vigor x 2 in Action Phases
Can do nothing else but sprint
A character in combat can move at a slow walk without penalty. Movement may take place before, during, or after a character’s action. If movement is split, the character must divide how far he moves before his action, then takes his action, and finally completes the remainder of his movement.
205
Vehicles, Clothing & Equipment VEHICLE Off-Road Motorbike Classic “Hog” Motorcycle “Crotch Rocket” Sportbike Beat-Up “P.O.S.” Used Car Four-door Midrange Sedan Four-door Luxury Sedan Luxury Sports Car Pickup or Utility Vehicle Rented Moving Van (Outboard) Motor Boat Luxury Motor Boat Aluminum Canoe Light Private Aircraft Multi-Engine Private Jet
PASSENGERS 1 2 1 5 5 5 2-4 3-8 3 6 6 3 3 12
CLOTHING Denim Jeans Cheap T-Shirt Sweater or Turtleneck Leather Jacket Wool Overcoat Rack-bought Suit Tailored Business Suit Designer Dress Spring or Summer Dress Army Surplus Boots Leather Dress Shoes Fashionable Pumps Athletic Shoes Canvas-top Sneakers
SECURE 65 MPH 75 MPH 90 MPH 65 MPH 65 MPH 70 MPH 95 MPH 65 MPH 65 MPH 25 MPH 32 MPH 1 MPH 85 MPH 300 MPH $40 $10 $45 $200 $130 $250 $250 $500 $80 $50 $60 $60 $80 $25
TECHNOLOGICAL DEVICES/SERVICES International Calling Card Cellular Phone Monthly Cellular Service Pager Laptop Computer Cheap Home Computer Average Home Computer Excellent Home Computer CB Radio for Vehicle Walkie-Talkies (2) Bead Mikes and Earplugs (2) Police Band Scanner Digital Camera Quality 35mm Camera Disposable Camera Compact VHS Camcorder Magnetic Tapes (3) Hand-held Audio Recorder
$20 $125 $50 $60 $1,200 $500 $1,200 $4,500 $100 $80 $45 $200 $400 $450 $15 $100 $10 $60
LODGING Roadside Motel (per night) Average Hotel (per night) Good Hotel (per night) Great Hotel (per night) Studio Apartment (per month) Large Apartment (per month) Penthouse Suite (per month)
$30 $60 $150 $350 $450 $900 $3,500
RECKLESS 90 MPH 110 MPH 135 MPH 75 MPH 90 MPH 100 MPH 110 MPH 90 MPH 75 MPH 35 MPH 40 MPH 2 MPH 100 MPH 450 MPH
MAXIMUM 110 MPH 145 MPH 180 MPH 90 MPH 100 MPH 120 MPH 135 MPH 100 MPH 85 MPH 40 MPH 46 MPH 3 MPH 140 MPH 565 MPH
HANDLING +1D – – -1D – +1D +1D – -1D – – – +1D +1D
SPECIAL PURPOSE CLOTHING Velour Jogging Suit Thermal Underwear Balaclava (Ski Mask) Arctic Overcoat Camouflage Outfit Motorcycle Crash Helmet Police Surplus Ballistic Vest Multi-pocket Cargo Vest Hooded Parka Military Gas Mask Tyvek Work Overall Fashionable Sunglasses Ski or Sand Goggles Leather or Nomex Gloves HANDY EQUIPMENT Emergency Glowstick Heavy Flashlight Universal Tactical Light (Firearm) Removable Bipod (Firearm) Laser Sight (Firearm) Detachable Silencer (Firearm) Side-Handle Baton Hand-Held Mace Dispenser Collapsible Tactical Baton Lock Pick Set Steel Handcuffs Hand-held Metal Detector Electronic Bug Detector Tactical Pistol Belt Tactical Shoulder Harness Reinforced Equipment Case Night-Vision Monocular Binoculars Portable Fire Extinguisher EMT Shears Chemical Ice Pack Make-up/Disguise Kit Firearm Maintenance Kit Small Nylon Tent Rope (20 yards) Sleeping Bag Insulated Sleeping Bag First-Aid Kit
206
PRICE $4,500 $22,000 $20,000 $600 $20,000 $55,000 $60,000 $30,000 $40/day $8,500 $100,000 $1,000 $45,000 $15,000,000 $70 $15 $5 $250 $125 $100 $400 $30 $150 $150 $15 $70 $12 $50 $1 $40 $145 $65 $200 $150 $17 $15 $60 $60 $35 $150 $150 $15 $25 $150 $2,200 $50 $20 $5 $3 $100 $30 $75 $5 $30 $100 $30
Darkness 161 Entity 161 Malice 161 Modifying Spirit Aspects to Infernal Aspects 161
A
Acts of Sacrifice 73 Akhkharu 191 Alchemy 176-177 Anointing 3, 7 Compulsion 9 First Visitation 8 Investment 14 Second Visitation 12 Visions 7 Archangels 3, 17, 67, 145 Gabriel 24, 50, 95 Gifts of 15 Jeremiel 48, 53 Michael 9, 24, 49, 109, 153, 178-179 Raguel 48, 54 Raphael 51, 109, 179 Suriel 48, 55 Uriel 52, 108 Aspect 4, 42 Agility 42 Attractiveness 42 Aura 42 Faith 42 Inspiration 42 Logic 42 Might 42 Reason 42 Senses 42 Soul 42 Vigor 42 Willpower 42 Infernal Aspects 161 Avarice 161
B
Background 42 Templates 43 Ambulance Paramedic 43 Archaeologist 43 Artist 43 Barfly 43 Cabbie 44 Cat Burglar 44 Combat Journalist/Field Writer 44 Con Artist 44 Cop 44 Corporate 44 Criminal Lawyer 44 Dilettante 44 Dilettante 44 Dilettante 44 DJ 44 Hacker 45 Homeless Person/Drifter 45 International Explorer 45 Investigator 45 Jury Rigger 45 Lab Engineer 45 Mercenary 45 Monster Hunter 46 Movie Personality 46 Neo-Activist 46 New Age Mystic 46 Parapsychologist 46
207
Personal Bodyguard 46 Priest/Minister/Rabbi 46 Professional Athlete 46 Professional Musician 46 Profiler 47 Psychic 47 Psychologist 47 Samaritan 47 Secret Agent 47 Social Worker 47 Street Evangelist 47 Street Walker 47 Stripper 47 Student 48 University Professor 48 Banes 163 Banishment 164 Beast Kingdoms, The Six 26 Assyrian Kingdom, The 28 Egyptian Kingdom, The 27 Greek Kingdom, The 30 Medes and the Persian Kingdom, The 29 Roman Empire, The 30 Being 67 Angelic 67 Awakened 67 Demonic 67 Mortals 67 Supernatural 67 Benefits and Detriments 4, 5, 55 Benefits 57-61 Cultural 58-60 Advisor 58 Alter Ego 58 Apartment 58 Clerical Ties 58 Contact 59 Criminal Ties 59 Cult Ties 59 Domicile 59 Fake ID 59 Forged Credit Card 59 Inheritance 59 Investments 59 Major Favor 59 Military Ties 59 Political Clout 59 Reputation 60 Safe House 60 Snitch 60 Incorporeal 60-61 Arcana Resistance 60 Blessed Blade 60 Celestial Grace 60 Chaldean Alliance 60 Chaldean Blood 60
Entity 60 Chastity 60 Gift of St. Francis 60 Guardian Angel 61 Hallowed Ground 61 Lazarus’ Gift 61 Occult Library 61 Patron Martyr 61 Sentinel Mentor 61 Physical 57-58 Abstinence 57 Ambidextrous 57 Brawny 57 Double Jointed 57 Immunity 57 Keen Senses 57 Poise 57 Resilient 57 Sleepless 57 Survivor 58 Tough 58 Psychological 58 Attuned 58 Charity 58 Cool 58 Determined 58 Jaded 58 Knowledgeable 58 Mechanically Inclined 58 Photographic Memory 58 Trivial 58 Body Armor 133 Blessings 14, 15, 48, 168-169 Cry of Martyrs 168 Guided by Voices 168 Heralding 169 Recognition 168 Sanguine Atonement 169 Shepherd’s Path 169 Watcher’s Warning 169
C
Cambion 136 Celestial Orders 3, 48 Gabriel 50 Jeremiel 53 Michael 49 Raguel 54 Raphael 51 Suriel 55 Uriel 52 Character Sheet Key 40-41 Combat 119 Attacking 120 Cover 120 Defending 120
208
Damage 121 Firearms 123-124, 131-133 Accessories 132 Aimed Shots 123-124 Damage 123 Illegally Acquiring and Transporting 132 Legally Acquiring and Transporting 132 Modes of Fire 123 Range 123 Scattering Shots 124 Suppressive Fire 124 Initiative 106 Melee Weapons 119 Resistance 108 Creed 49-55 Michael 49 Gabriel 50 Jeremiel 53 Raphael 51 Raguel 54 Suriel 55 Uriel 52 Crusade 4 Aftermath 141 Disclosure 141 How to Build 140-141 Intervention 141 Metaplot 152-153 Modes of Play 151-152 Time of the Sword, The 152 Time of Tribulation, The 151-52 Time of Uncertainty, The 151 Plot Hooks 153-156 Visitation 141
D
Damage 129 Banal 129 Healing 129-130 Incorporeal 129 Lethal 129 Dead, The 188-189 Deceitful Trinity 4, 160 Antichrist 3, 19, 151-153, 160 Satan 4, 18, 24, 160 Tiamat 4, 19, 28, 155, 160 Demon 4, 19-20, 67, 145-146, 172-174 Demon Lords 178-181 Fallen, The 178-180 Nephilim, The 180-181 Demonology 172-174 Demons, Greater 181-186 Galail, The 181-182 Ardat 181-182 Galal 182-183
Lilit 183 Utuq 183-186 Alal. The 183-184 Gigim 184 Maskim 184-185 Telal 185 Demons, Lesser 186-188 Cambion 186 Innin 186-187 Mazzikin 187 Shedim 187-188 Demons, Servile 188-190 Dead, The 188-189 Homunculus 189 Scythian 189 Seirim 190 Detriments 61-65 Cultural 63-64 Corrupted Loved One 63 Criminal 63 Dark Past 64 Falsely Accused 64 Foe 64 Homeless 64 Indebted 64 Marked for Death 64 Obligation 64 Rival 64 Stalker 64 Traitor 64 Vices 64 Incorporeal 64-65 Arcana Vulnerability 64 Atheist 64 Deadly Sins 64 Demonic Concubine 65 Excommunicated 65 Faint Sphragis 65 False Idolatry 65 Halo 65 Infernal Dread 65 Legion Lure 65 Predestiny 65 Stigmata - Brow 65 Stigmata - Feet 65 Stigmata - Hands 65 Stigmata - Side 65 Physical 61-62 Addicted 61 Allergy 61 Blind 61 Boils 61 Crippled 61 Deaf 61 Distinct Appearance 61 Infernal Infection 62
209
Graceful Presence of Martyrs 91 Pierce the Shroud 91 Purgatory’s Release 92 Reveal 91 Scourge of Will 92 Elements 93-95 Elemental Aegis 93 Elemental Animation 94 Elemental Assault 93 Elemental Sovereignty 93 Elemental Union 94 Channel Elements 93 Tempest 94 Fury 95-96 Anger’s Edge 95 Armor of Faith 95 Empowerment 95 Eyes of Battle, The 95 Gabriel’s Sword 96 Holy Wrath 96 Onslaught 96 Genesis 96-99 Abundant Waters 97 Growth and Abundance 98 Immaculate Conception 98 Let There Be Light 97 Telluric Manipulation 97 Vitality 98 Voltaic Manipulation 98 Hallow 99-100 Blessing 99 Consecration 99 Enochian Prayer 99 Great Consecration 100 Hallowed Ground 100 Rebuke 99 Reconsecration 100 Heal 100-102 Binding of the Flesh and Spirit, The 102 Cleansing 101 Mending 100 Purification 100 Restoration 100 Regeneration 102 Saintly Touch 102 Illumine 102-104 Angelic Progection 103 Communion 103 Empathy 102 Key of Babel, The 103 Metaperception 102 Pulse of All Creation 104 Sensations of the Past 103 Omen 104-106 Déjà Vu 105 Flashback 105
Lame 62 Leprosy 62 Mute 62 Scarred 62 Terminally Ill 62 Tired 62 Psychological 62-63 Chip 62 Fear 62 Fragile Will 62 Guilt Stricken 63 Hatred 63 Impure Thoughts 63 Paranoid 63 Restless Slumber 63 Tough Guy 63 Dice 111-114 Degree of Success 112 Dice Pool, The 111 Difficulty Rating 112 Divinities 4, 14, 16, 56, 77-108 Afflict 77-79 Blind Leading the Blind 79 Boils and Hives 78 Leprous Blight 79 Stigmata 78 Stinging Swarm 77 Storm of Locusts 79 Viper’s Maw 78 Arcana 79-87 Consecrated Circle 81 Incantation 80 Investment 80 Protective Circle 81 Sanctuary Circle 81 Solomon’s Circle 81 Theurgical Knots 80 Augur 88-89 Assignation of the Deceiver 89 Bane 89 Golden Calf, The 88 Missive of Virtue 88 Sanctum 88 Web of Lies 88 Unmask 88 Compel 89-91 Hidden Message, The 89 Holy Dominion 89 Influence 89 Shackled Will, The 89 Shepherd the Many 89 Sleeping Will, The 89 Suggestion 89 Crossing 91-93 Call to Flesh 92 Echo of Voices 91
210
Influence 105 Paradox 106 Precognition 105 Sensitivity 105 Signs 104 Shadow’s Pall 106-108 Death’s Repose 106 Death’s Touch 108 Dust and Ashes 107 Fetter 107 Harvest of Souls 108 Soul’s Cage 106 Soul’s Rest 107
E
Electrical Shock 124 Equipment 134
F
Fallen 4, 19, 26, 145, 178 Free Actions 122 Free Instant Actions 122 Free Full Actions 122 Free Will 5, 135
G
Galail 181-183 Gabriel 24, 50, 109 Goety 174-175 Grace 5, 15, 56, 68-70 Loss of 70 Recovering 75-76 Guise 5, 163
H
Hazards, General 124-128 Drowning and Suffocation 124 Electrical Shock 124 Explosives 124 Falling 125 Fire and Other Environmental Hazards 125 Illness and Disease 125-127 Poisons and Drugs 127-128 Healing, Natural 129 Hell 159-160 Homunculus 177, 189 Holy Trinity 4, 142 Horror 146-148 Categories 147-148 Psyche 147 Science and Nature 147-148 Supernatural 147 Nature 147 Traditions 146
I
Incarnation, The 4, 31-32 Iniquities 164-170 Abhorrence 165 Baleful Howl 165 Malicious Gaze 165 Nightmares 165 Repugnance 165 Belicosity 165-166 Barbed Tail 165 Cartilaginous Dilations 165 Cloven Hooves 165 Cursed Implement 165 Forked Tongue 166 Juggernaut 166 Sheath 166 Wings 166 Dominate 166-168 Artifice 166-167 Dream Trance 167 Entice 167 Impetuous Rage 167 Malevolent Utterances 167 Possession 167-168 Evolution 168-169 Dark Vision 168 Enhanced Senses 168 Flagitious Twin 168 Infernal Strength 168 Invisibility 168 Invulnerability 168 Longevity 168 Regeneration 168 Shadow Walk 168 Spider Walk 169 Malformation 169 Chill 169 Elemental Resistance 1698 Infernal Conflagration 169 Infernal Storm 169 Obscuring Mist 169 Thorn Barrier 169 Numinous 169-170 Arcana Resistance 169 Hell Gate 170 Incorporeality 170 Life Drain 170 Telekinesis 170 Innin 186-187 Insight 5, 56, 67 Intensity Rating 125
J
Jeremiel 48, 53, 168 John the Divine 1, 4, 141-142
211
K
Kashshapi 4, 193 Ko’ach 171-172
L
Lalartu 191 Lalassu 191-192 Legion 2, 4, 18-20, 145-146, 159-193 Life Levels 5, 128-129 Lucifer 2, 4, 7, 18, 24-26, 143, 160
M
Magi, Chaldean 4, 52, 142 Mark of the Beast 20, 146, 192 Marked, The 4, 20, 67, 145, 192-193 Corrupt Clergy 192 Cult Disciple 192 Cult Leader 192 Demonologist 192 Occult Servant 192 Serial Killer 192 Martyrs 18, 67, 108 Mazzikin 187 Michael 9, 24, 48-49, 109, 153, 178 Morality Scale, The 74 Movement 121 Multiple Actions 122
N
Nephilim 4, 19-20, 26, 154, 180-181 Necromancy 175-176 New Millennium, The 2, 20-21, 140, 148-150 Global Awareness, Global Culture 148-150 Africa and the Middle East 149 Asia and the Pacific 150 Central and South America 149 Europe 149 North America 148 Prosperity and Despair 150
P
Places of Power 76-77 Holy Grounds 77 Unholy Grounds 77 Precision Bonus 121 Proficiencies 43, 114-119 Acrobatics 115 Art 115 Awareness 115 Business 115 Climbing 115 Command 115 Computers 116
Concentration 116 Conspiracy 116 Culture 116 Electronics 116 Evasion 116 Fast-Talk 116 Hand-to-Hand 116 Humanities 116 Human Perception 117 Interrogation 117 Intimidation 117 Investigation 117 Jumping 117 Language 117 Law 117 Lifting 117 Mechanics 117 Medicine 117 Meditation/Praying 117 Melee 118 Munitions 118 Music 118 Negotiation 118 Occult 118 Performance 118 Persuasion 118 Religion 118 Research 118 Running 118 Security Systems 118 Seduction 119 Sciences 119 Stealth 119 Street Smarts 119 Survival 119 Teaching 119 Vehicles 119 Prophet 1, 5, 137-141 Challenger and Antagonist 139 Confidante and Assistant 139 Director of the Ongoing Story 138 Interpreter and Judge 137 Man of a Thousand Faces 138 Prophetic Revelations 3, 4, 15-16, 71-73 Example 73
R
Raguel 48, 54 Raphael 51, 109, 179 Revelations, Book of 1, 4, 141-143 Rites 82 Alchemy 176-177 Elixir of Life 176 Homunculus 177 Silver & Gold 177
212
Arcana 82-87 Binding 82 Dance of Fools 82 Desert’s Tooth 82 Dream Herald 82 Dream Lore 83 Faithful Step 83 Gall 83 Ghostly Step 83 Guarded Word 83 Harrying Flock 83 Illumination 84 Immolation 84 Infernal Balance 84 Jacob’s Guise 84 Kingly Awe 84 Lot’s Lament 84 Manna 84 Missive Flame 85 Open Way 85 Quiescent Beasts 85 Reflecting Eye 85 Repair 85 Sehem’s Sovereignty 85 Serpentine Staves 86 Sleeping Wonders 86 Stolen Voice 86 Storms 86 Succor 86 Tongues 86 Truthful Tongue 87 Unborn Winds 87 Unregarded Passage 87 Uriel’s Gaze 87 Uriel’s Heart 87 Uriel’s Sigil 87 Watchful Eye 87 Demonology 173-174 Augmentation 173 Demonomancy 173 Summoning 173 Goety 174-175 Amulets 174 Cursed Soul 174 Dark Veil 174 Evil Eye 174 Magickal Defense 175 Pangs 175 Pestilence 175 Necromancy 175-176 Creeping Flesh 175 Sixth Sense, The 176 Spirit Evocation 176 Undead Warding 176 Witchcraft 177-178 Beauty 177
Dementia 177 Fate’s Guiding Hand 177 Malicious Flora 178 Rolls, Types of 113-114 Assisted Rolls 114 Extended Rolls 113 Opposed Rolls 113 Simple Rolls 113
S
Sanity, Mental Stress and 130 Satan 4, 18, 24, 160 Scythians 4, 147, 155, 189 Seirim 190 Sentinels 1, 2, 4, 15-17 Awakened 67 Complicated Lives 150-151 Life as 15-17 Seraphim 4, 18, 24 Seven Seals, The 4, 34-35 Shedim 187-188 Situational Roll 141 Sorcery 4, 170-178 Ko’ach 171-172 Demonology 172-174 Goety 174-175 Necromancy 175-176 Alchemy 176-177 Witchcraft 177-178 Soul Consuming 164 Specializations 115 Sphragis 4, 14, 163 Spiritual Conflict 4, 70-71 Suriel 48, 55
T
Taint 5, 74, 162-163 Time 114 Action Phase 5, 114 Chapter 4, 114 Crusade 4, 114 Prophecy 5, 114 Scene 5, 114 Trinity, The 42 Body 42 Mind 42 Spirit 42 Tsaba 4, 15
U
Unquiet, The 67, 190-192 Akhkharu 191 Lalartu 191 Lalassu 191-192
213
Uriel 48, 52, 108 Utuq 183-186
V
Vehicles 133 Attacking and Ramming 133 Chases and Escapes 133
W
Witchcraft 177-178 World Faith 143-144 Broad View, The 143 Middle View, The 144 Narrow View, The 144
Z
Zarahaim 23-37
Character Creation • Step One: The Trinity Prioritize Primary, Secondary and Tertiary Aspects (+8/+4/+3). Characters begin with one point in each Aspect. (Maximum starting value = 5) Body: Agility, Attractiveness, Might, Vigor Mind: Logic, Reason, Senses, Willpower Spirit: Aura, Faith, Inspiration, Soul • Step Two: Background Choose character background template. Distribute 14 points amongst the five listed Proficiencies. Add bonus points equal to Logic + Willpower on any Proficiencies, including those not on the background template (Maximum starting value = 5, 4 chooses a Specialization). Occult Human Perception Acrobatics Performance Interrogation Art Persuasion Intimidation Awareness Religion Investigation Business Research Jumping Climbing Running Language Command Security Systems Law Computers Seduction Lifting Concentration Sciences Mechanics Conspiracy Stealth Medicine Culture Street Smarts Meditation/Praying Fast-Talk Survival Melee Electronics Teaching Munitions Evasion Vehicles Music Hand-To-Hand Negotiation Humanities • Step Three: Celestial Order Choose a Celestial Order Gabriel: dedicated soldiers of light (Might +1) Jeremiel: mediums of the spirit world (Willpower +1) Michael: commanders in the war against the Legion (Senses +1) Raguel: discloser of truth (Logic +1) Raphael: healers and judges (Vigor +1) Suriel: harbingers of death (Soul +1) Uriel: observers of knowledge, practitioners of Arcana (Inspiration +1) Spend 2 points on Divinities (1 point must be attributed to chosen Celestial Order’s Celestial Divinity). Divinity point may be traded 1:1 for Grace. Arcanists begin with a number of Rites equal to Occult + 1. Celestial Divinities Arcana: art of Theurgy, exertion of will on the material world Augur: dominion over the revelation of truth Compel: sovereign essence of the Lord’s mastery over all Crossing: mastery of The Veil and those who dwell there Fury: superior reflexes, strength, speed and killer instinct Heal: powerful art of healing and restoration Shadow’s Pall: power of the soul, dominion over death Heavenly Divinities Afflict: ability to punish those straying from the light Elements: command over the four natural elements Genesis: power to enhance and create life Hallow: ability to impart divine presence on the mundane Illumine: ability to gather information beyond the five senses Omen: sight into the future via divine signs and messages Calculate Insight by adding Vigor + Willpower + Soul • Step Four: Grace Beginning Grace is equal to the character’s Faith Aspect • Optional: Benefits and Detriments Up to 6 points of Benefits may be purchased with a corresponding amount of Detriments.
214
The Seventh Seal is a horror roleplaying game inspired by biblical mythology and the Book of Revelation. Players assume the roles of Sentinels, mortal guardians invested with supernatural powers from Heaven. The Sentinels are the last echelon of light, the final righteous stroke against the rising tide of dark entities that seek to claim the souls of humanity. Contained within . . . • An exploration of the Sentinel’s Anointing, introducing players to the subsequent roles their characters play within the game. • A detail of the war between Heaven and Hell through scraps of history, prophecy and misinformation. • Character creation including the seven Celestial Orders of Archangels, character backgrounds and other traits. • An in-depth examination of all the spiritual and supernatural traits available to Sentinels, including Grace, Insight, Divinities and Blessings.
• Rules of the game, including dice rolling conventions, resolution mechanics, combat, health and equipment. • Deeper instruction for the Prophet in the arts of prophecy, horror, revelation and the creation of Crusades for a fulfilling roleplaying experience. • Details for the hierarchy of Hell, Demons, Iniquities and Sorcery. Also included are statistics for adversaries that will challenge and antagonize the Sentinels. • And much more . . .
The Seventh Seal: Roleplaying Game of Biblical Horror is the original creation of Scott Mitchell. The Seventh Seal is a Trademark of Scott Mitchell and is used by Morrigan Press Inc. under license. Copyright © 2005 Scott Mitchell All Rights Reserved