8/8/2019 DIRGE Supplement HELLFIRE & ASPHALT http://slidepdf.com/reader/full/dirge-supplement-hellfire-asphalt 1/26 DIRGE: IRGE: HELLFIRE & HELLFIRE & ASPHALT ASPHALT Supplement for the upplement for the DIRGE IRGE Dark Modern Fantasy ark Modern Fantasy Roleplaying Game v. oleplaying Game v. 1.0a a By Joshua Kubli y Joshua Kubli Imperfekt Gammes mperfekt Gammes
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Special Thanks: Kevin-Lynn Kubli, Joseph Piatt.Author Website: http://www.imperfekt-industrees.comAuthor Email: [email protected]: November 21, 2010Last Update: December 14, 2010License: All text in this work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported
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Table of Contentsable of ContentsChapter I: Demon Drivers in the Sky.............1
What Lies Within..........................................1
Warning..........................................................1Chapter II: New Unnaturals...........................2
Children of Darkness...................................2Enkidu...........................................................4Mystics...........................................................5
Chapter III: New Talents................................7
Advanced Talents..........................................7Chapter IV: New Possessions.........................9
Land Vehicle Damage.................................18Chapter VI: The Mortal Dominion...............21
The Realms Coalesce...................................21Ancient Empires.........................................22Betrayal Most Bitter...................................22The Fall of the Light...................................23
Chapter I:hapter I: Demon Drivers in the Skyemon Drivers in the SkyWhat Lies Withinhat Lies Within
The DIRGE RPG covers a lot of ground, but somethings got left out in the effort to cover the basics. Your Pactmay get into a car chase, or may encounter a wide variety of medieval or high-tech weapons out in the Pleroma. You maywish to play as one of the vicious, territorial, shapeshiftingEnkidu, or one of the wretched Children of Darkness, or a
member of one of the many minor Mystic Cult. You may justwant more information on the conspiracies of the Hierates,looking for some faint glimmer of hope, some weakness intheir monolithic structure. Except for that last bit, hope, youcan find all of that here.
WarningarningAs with the Dirge RPG, along with some lighthearted
whimsy, there are some dark, twisted, and gruesome subjectshere. Be warned, the Dirge RPG and the Hellfire & Asphalt
supplement are not books for kids or the easily-offended. Notfor children, viewer discretion is advised.
Chapter II:hapter II: New Unnaturalsew UnnaturalsThe shadows teem with unholy creatures, and so far we've seen only a few. This section adds two new Unnatural Types, theChildren of Darkness and the Enkidu, as well as adding a new Mystic Cult, the Ghost Dancers.
Children of Darknesshildren of Darkness
Dimming of the Lightimming of the LightThe first Children of Darkness to rebel learned that,
without the balancing influence of the Perfect Ark's hive-mind, they were ill-equipped to deal with freedom of
thought. Several of their number fell victim to psychic assaultsby the Elder Beasts, when one of the Dark Princes discovereda trick. By focusing his attention on one vice, they couldwithstand the assaults of the Elder Beasts, using that singularevil to sharply define their existence, where before it was theirbrothers' omnipresent love that gave them focus in life.
If a Child of Light Falls completely, they may exchangethe Child of Light Unnatural Type for the Child of DarknessUnnatural Type. They lose their Legion as well, but any XPspent on Child of Light powers may be immediately spent onChild of Darkness powers.
A Child of Darkness' Energy Powers don't allow them
free Levels in The Glow. Although they possess similarpowers, instead wings and weapons of solid, living shadow,not light, spring up around them.
Just as Children of Light have their own Legions, soChildren of Darkness have their own Dark Legions. A Childof Darkness doesn't have to join a Dark Legion, but itprovides power and much-needed support.
The Children of Darkness' mortal forms look muchmore Human than those of the Children of Light, including asingle, recognizable gender. The Children of Darknessrebelled centuries ago, and except for the newly Fallenrecruits, many of them are familiar and comfortable with themortal world. The one thing they aren't comfortable with is
their new role as protectors of the Pleroma from the ElderBeasts; it's a much tougher job than they'd expected, and thebadly-organized Children of Darkness are barely up to thetask, if at all.
Game Mechanics (Child of Darkness): (BP -15)
f Advantages (Automatic): (BP -35)‣ Talent Bonuses: Attractive +2, Close
Power) ‣ Scourge (Innate Power): Requires COR 7 or
more.‣ Traverse Realms (Innate Power): Requires a
(COR + WIL + Elemental Wings) total of 20Levels.
f Advantages (Automatic): (BP +20)‣ Select 7 Levels from one Hardship that
increases Corruption, such as Arrogant,Cruel, Cynical, Despairing, Detached,Distant, Lecherous, Snobbish, or Vengeful.Dark Legions will generally have one of these Hardships as a requirement. (BP +14)
It is no longer possible for a Child of Light to changeLegions; the induction to a Legion required a lengthy initiationritual performed by an Archon, and now, they are all lost. It may bepossible to re-learn the ritual, but it may be impossible for a mereChild of Light to perform it.
It's also possible for a Child of Darkness to change Legions,but it isn't looked on kindly. To do so means to abandon one'sloyalty to one's former Legions, and among the competitive andvicious Legions of Darkness, this means earning oneself enemies forall of one's Unnatural life. It's unlikely that a Child of Darknesswould ever be allowed to change Legions more than once; the DarkPrinces would be most likely to simply slaughter any Child of Darkness foolish enough to seek such a change.
Asura Legionsura LegionDescription: The Legion of the Asura, the dark twin of
the Elohim, are one of the ruling Legions among the Childrenof Darkness, for they give full vent to ambition and power-madness, leading, planning, scheming, and manipulating theirbrothers for control of the Many Realms. The Asuras treasurebattle like the Shedim, but they prefer the role of tactician;they also enjoy recruiting allies like the Succubi, but theyaren't as good at it, preferring to overawe enemies intosurrender. In the Vale, Asuras can be found in any social set,but even if they aren't the leader, they will never obey theorders of another, jealously rebelling against anyone else'sauthority. Nothing matters more to an Asura than freedomand power – their own, and no one else's.
Game Mechanics (Asura Legion): (BP -15)
f Requirements ‣ Requirements: Total of 7 Levels in the
Hardships Arrogant or Snobbish.
f Advantages (Automatic): (BP -15)‣ Inhuman Attribute [INS] (Innate Power):
f Advantages (Optional): (BP -15)‣ Extra Arms (Innate Power) .‣ Extra Head (Innate Power) .‣ Extra Legs (Innate Power) .
Shedim Legionhedim LegionDescription: The Legion of the Shedim are the warriors
of Hell, filled with rage and spite. They train endlessly in the
arena of war that is the Wastelands of Suffering, leadingarmies of Hell Hounds against one another, and then takinghellish crusades to other Realms for blood sport. Shedim may
be found anywhere in the Vale that inflicting pain and carnageis encouraged, from the mean streets to professional sports toblack ops mercenary work.
Game Mechanics (Shedim Legion): (BP -15)
f Requirements ‣ Requirements: Total of 7 Levels in the
f Advantages (Optional): ‣ Body Spikes (Innate Power) .‣ Monstrous Appendage [Any] (Innate
Power) .‣ Regeneration (Innate Power) .
Succubus Legionuccubus LegionDescription: The Succubi are the demons of lust; they
are the diplomats and recruiters of the Wastelands of Suffering, one of the few forces for unification among theChildren of Darkness. That's not to say that they wantnothing for themselves, only that they enjoy manipulationand subterfuge, refining the use of pleasure to a tool andweapon the likes of which none other ever has. Succubi walkthe Vale attired as models and high-class “escorts,” theirsmiles dazzling, their bodies inviting, beckoning everyone tojust relax their guard a little too much.
Game Mechanics (Succubus Legion): (BP -15)
f Requirements ‣ Requirements: Total of 7 Levels in the
The Enkidu are a hybrid race with a mercurial formand the souls and powers of beasts. Their myths and legendsspeak of a long-lost homeland, a distant Realm calledMarduk, lost in battle to the Elder Beasts. They were saved atthe last moment by the Children of Light, who destroyedMarduk rather than give the nightmares of the Ylem afoothold into the Pleroma.
From ancient times, the Enkidu have lived amongHumans, gathering into their own packs, flights, clusters,unkindnesses, prides, and so on whenever enough of themcould be found in a given area. Together, these restless, violentpeople, infused with souls saved from a savage, fallen world,continue their ancient war against their chaotic foes.
From the very beginning of the Stone Age, selectHumans have been imbued with these powerful beast-warriorspirits, filled with truly inhuman power and granted amercurial form. Some few sought out these “allies,”, someeven misunderstanding them to be demons.
Several Things About the Enkidu :
N The Enkidu are a hybrid of Human and animalspirit, and can shapeshift into the form of thatanimal spirit at will.
N The capacity to become a shapeshifter passesdown erratically through Human generations.Some Humans seek out the spirit “allies” that
make one a were-creature, and in the MiddleAges, some believed that it was demonic spiritsthat gave the Enkidu their shapeshifting nature.
N The Enkidu struggle between the Human andalien sides of their spirits, and sometimes theyshapeshift against their will as well, such asduring the time of the full moon.
N The Enkidu have a complex relationship with theChildren of Light, some seeing them as well-meaning but ineffectual, but others believe theircallousness cost the Enkidu their home.
N The relationship between Ghûls and Enkidu isdecidedly simpler and nastier. Romanian Ghûlsenslaved whole packs of Enkidu during the
Middle-Ages, and the Enkidu have neverforgotten the insult.
N The Enkidu ignore most Mystics, but have decentrelations with Ghost Walkers, the sorcerers mostin tune with nature.
N The Enkidu speak the language named for theirlost Realm, Marduk.
N The Enkidu are very territorial, remembering awar they fought and lost against the forces of chaos. Invaders into their territory, whetherwilderness or urban wasteland, soon learn betterthan to intrude again, or don't live long enough tomake the same mistake.
N Each group of Enkidu can transform into adifferent sort of animal. Common choices arepacks of werewolves, clusters of cat, andunkindnesses of ravens. Other kinds of creaturescall themselves after the names of their animalgroups.
Game Mechanics (Enkidu): (Total BP -15)
N Advantages (Automatic): (Total BP -30)‣ Attribute Bonus: AGI, STR, and TGH +1.
(BP -9)‣ Talent Bonuses: Close Combat +2, Expert +1
Description: Named for the Celtic god Bran theBlessed, a giant and magician whose raven followers are saidto be the protectors of Britain. Familiar with the mysteries of battlefield and grave-mound, the Bran walk between theworlds of the living and the dead, and as the shamans amongthe Enkidu, these priest-tricksters compel the spirits of thedead to aid the Enkidu in their renewed war against the Elder
Beasts. Walking every world, though the Bran often come tofeel that they have no true home, no true friends; they feelkeenly that all things end. Their keen eyes see all, and their
mocking voices pierce to the heart of their listeners with theirbitter taunts.
Game Mechanics (Bran Unkindness): (BP -15)
f Advantages (Automatic): (BP -15)‣ Attribute Bonus: INS +1, PER +1. (BP -6)‣ Inhuman Attribute [AGI] (Innate Power):
Level 1. (BP -5)‣ Summoning [Choose one form of spirit]:
Level 1. (BP -4).‣ Traverse Realms (Modifiers: +3 AP to use):
Level 1. (BP -2).
N Disadvantages (Automatic): (BP +2)‣ Choose one: Apathetic, Cynical, Despairing,
or Outsider, at Level 1. (BP -2)
The Lycaon Packhe Lycaon PackDescription: In Greek myth, a mighty king was cursed
by the gods into the form of a wolf for his bloodthirstiness,and among all the Enkidu, the Lycaon are the most dedicatedto battle. The Lycaon are social, natural leaders, and theyvalue trustworthiness and toughness more than anything else.Nothing is more miserable than a Lycaon exiled from theirfellows for some crime.
Wolves” trade this in for 3 Levels of PsychicScars.‣ Obsessed [Territory] Level 3. (BP +6).
The Mefdet Clusterhe Mefdet ClusterDescription: Named for an Egyptian goddess of war,
protection, and execution, who later changed into thefriendlier, kindlier goddess Bast. Like their patroness, theMefdet are fickle and mercurial, known for their agility andspeed as much as for their arrogance and untrustworthiness.The Mefdet cultivate allies everywhere, even among the Ghûlsand Children of Darkness that other Unnaturals are leery of.The Mefdet are natural scouts and assassins, and only their
cleverness helps them out of the frequent troubles theywander into.
Game Mechanics (Mefdet Cluster): (BP -15)
f Advantages (Automatic): (BP -19)‣ Attribute Bonus: INS +1. (BP -3)‣ Cloak (Modifiers: Cost to use doubled):
Although most of the Collegium Mystics are Pymandri,Visionaries, Thaumatronicists, or Wu Zang Taoists, they areby no means the only Cults opposed to the Hierates. TheGhost Walkers and others also throw in their lot with thosewho seek to free humanity from the shackles of the RexMundi.
The Ghost Walkershe Ghost WalkersDescription: Medicine men and naguals, these sorcerers
are followers of the most ancient ways of magic. Once, proudtribal peoples walked across the plains and through theforests; now, they're holed up on reservations, gettingkickbacks from the local casino and drinking cheap booze.
But some remember their grandparents' stories of speaking tospirits of air and salmon, deer and bear and moon. They headoff into the unforgiving wilderness to seek the power plants,and to undertake painful and trying rituals to re-learn this all-but-forgotten wisdom. Many never come back, but this is theprice of the shaman's path.
Game Mechanics (Ghost Walkers):
f Advantages (Automatic): ‣ Attribute Bonus: INS +1, WIL +1.‣ Dark Art [Body, Spirit, Substance]: 1 Level
each. Ghost Walkers Roll WIL + Tough asNails + Dark Art to cast Formulæ.
(One aboriginal Culture, such as Australianaborigine, Cherokee, Navaho, Sioux, plusone associated ancient language).
f Disadvantages (Automatic): ‣ Addicted, Cynical, Poverty, or Vengeful
(Automatic): Level 1.
Changing Cults
When a person joins a Cult, they take powerful oaths of loyalty to their mentors, to never betray them, never abandon them,and never give up the secrets of the brotherhood they become a partof. While occasionally a Mystic will leave one Cult and join another,it is a rare occurrence.
Ever since the betrayal of the Hierate Cult, the CollegiumCults have grown ever more paranoid and insular, and any sorcererwho shows signs of untrustworthiness isn't likely to be taken in byanyone. Whether right or wrong, a Mystic who leaves a Cult, evenfor another, allied Cult, is likely to be continually Cursed andforever challenged to spiteful mage-duels, even by some of their new“allies.”
All that said, if a Mystic changes Cults, they lose all benefitsof their old Cult, and gain the benefit of their new Cult. Thetraining to join a Cult takes several months, in which time theMystic learns the spellcasting techniques favored by their new sect,and gradually grows rusty with the techniques employed by theirold Cult. They must forever sleep light and be careful, though, for
Chapter III: New Talentshapter III: New TalentsAdvanced Talentsdvanced Talents
ChariothariotDescription: Riding like the gods between the Many
Worlds in your enchanted vehicle, your travels are a little lessmortifyingly dangerous.
Game Mechanics (Chariot): The Character's Vehicle isan Artifact, enchanted with one of the following Focuses from
the list below per Level. The Artifact Talent may also bechosen to enhance the vehicle with Dark Powers as well.
N Alchemical Overdrive : The vehicle's Cruising andMaximum Speeds both increase by 20%.
N Auto-Targeting Weapons: Requires Autopilot,Weapon Mount. The vehicle's Autopilot spiritmay target and fire the vehicle's Weapon Mounts.
N Autopilot : The vehicle is enchanted with a spirit,that the inhabitants may interact with verbally,and which may drive itself. The vehicle is treatedas having INS, PER, WIL, and AGI 3, INIT 6, andDriving 5. The vehicle has mystical senses of sightand hearing equivalent to that of a Human, andcan understand and speak English. As long as the
vehicle's spirit is kept happy, the vehicle cannot bestolen voluntarily.
N Cold Iron Chassis : The vehicle's Ruggedness in allparts increases by one category; if the part isalready Very Rugged, the STRU and FUNCincrease by 10%.
N Enhanced Autopilot [ ]: Requirements: Chariot 5+Levels, Autopilot. The vehicle's INS, PER, WIL,and AGI increase to 5, the INIT increases to 10,and the vehicle's Driving increases to 7. Thevehicle can also understand and speak oneadditional Language.
N Enhanced Mad Handling: Requires MadHandling. When attempting Vehicle Trick
Actions, the vehicle gains +10 Maneuverability.N Fuel Transmutation : The vehicle can transmute
any substance into gasoline, and so never needsrefueling.
N Genius Autopilot [ ]: Requirements: Chariot 7+Levels, Autopilot, Enhanced Autopilot. Thevehicle's INS, PER, WIL, and AGI increase to 7,
the vehicle's Driving increases to 9, and thevehicle gains 2 selections of the Offensive DrivingTalent.
N Mad Handling : The vehicle's Maneuverabilityincreases by +2, and the TC of all Driving Rollsincreases by +1.
N Ramming Frame: The vehicle takes 25% less
damage from a Head-On Collision.N Weapon Mount : The vehicle has a built-in
Levels.Description: You know how to handle a car, particularly
when battle breaks out on the road. Maybe you were a trafficcop, maybe a Humvee driver in the Afghanistan, or maybeyou're just used to driving with a piece in the bad part of town.
Game Mechanics (Offensive Driving): Each Level allows
the Character to gain one driving combat move from the listbelow.
N Conserve Fuel: With careful driving, theCharacter increases the vehicle's fuel Range by10%.
N Defensive Driving: The Character's vehicle gains a+(Driving)/2 Bonus to a Defense.
N Evasive Maneuvers: The Character gains a +4Bonus to Dodge and Feint Actions.
N Fine Tuning: Requires Repair 3+ Levels. Thevehicle's Cruising and Maximum Speeds bothincrease by 10%.
N Keep It Together: The Character can reduce allLoss of Control Rolls by (Offensive Driving
Levels)/2.N Nerves of Steel: When the Character is driving a
vehicle, they gain +4 to Self-Control and MDEF,and to all Chicken Game Actions.
N Road Rage: Requires Driving Level 4+. TheCharacter gains a +4 Bonus to Sideswipe Actions,
Chapter Ihapter IV: New Possessionsew PossessionsThis section includes some new Weapons and Armor, and statistics on cars, vans, and motorcycles.
Weaponseapons
The weapon listings in the Dirge RPG includedweapons that most people could find around the house orwith very little effort, and a few that were out of style, orrarer and more dangerous. This section expands the weaponlisting with a bunch more military weapons, and a bunchmore old-school medieval-type killing tools.
Image courtesy Publicdomainclip-art.blogspot.com.
Automatic Rifleutomatic RifleDescription: Your rifle spits out shells at a remarkable
rate, the standard weapon of the modern military.Game Mechanics (Automatic Rifle): Damage: 6d6G;
Most people don't have access to real, serious armor;
guns punch through most ancient armors fairly easily, andmodern armors are rare and expensive. This section lists abunch of old-style Armors, such as a Character might find asan Artifact, and some modern military-type Armors.
Shields provide bonuses to the protection provided byBlock Actions; if the Character doesn't take a Block Action,the Shield won't help.
Boiled Leather Armoroiled Leather ArmorDescription: You've got a tunic and pants of leather
plates boiled in oil until hardened.Game Mechanics (Boiled Jacket):
N Leg IPRO: 9, DPRO: 1.N Torso IPRO: 11, DPRO: 1.
N Arm IPRO: 9, DPRO: 1.Weight: 15 lbs.; Cost: $200.00; Armor Features:
None.
Mail Shirtail ShirtDescription: You wear a hauberk of “chain mail”, wirewoven into links to protect you from slashing attacks.
Game Mechanics (Chain Mail):
N Torso IPRO: 14, DPRO: 2.
N Arm IPRO: 12, DPRO: 2.Weight: 25 lbs.; Cost: $400.00; Armor Features:
None.
Metal Shieldetal ShieldDescription: You ward off blows with a large, slightly
concave plate of steel.Game Mechanics (Metal Shield):
Land Vehiclesand VehiclesSince the Industrial Revolution, people have made the automobile not just a tool of transportation, but a tool of leisure
and status. In the Tenebræ, vehicles can take on a life of their own, and many Unnaturals even take Artifact cars with them ontheir excursions into the Pleroma, driving the highways to heavens … and hells, and everything in between.
Characters can spend 2 Trifle Slots to possess anyvehicle except for a Luxury or Sports Car; those vehicles cost 3Trifle Slots.
Land Vehicle Descriptorsand Vehicle DescriptorsSpeed: The
Cruis e : The vehicle's best safe long-distance travel
speed. Max The vehicle's top rated speed.Acc: The vehicle's maximum acceleration.Dec: The vehicle's Acceleration.
Maneuverability: The modifier to all Driving TalentRolls that the Driver experiences while operating the vehicle.
Ruggedness: How tough the vehicle is. The vehicle'sRuggedness determines the vehicle's IPRO, DPRO, STRU andFUNC. See the Vehicle Ruggedness Table to see how muchSTRU and FUNC each vehicle part has based on the vehicle'sRuggedness.
Base Defense: This is the base defense of the vehicle; this
is 12 for most Vans, 14 for most Automobiles, and 16 for mostMotorcycles.
Crew: The number of people that the vehicle can carry.Driver: The number of steering columns and
control sets the vehicle has. Pretty much all land vehiclesPassengers: The number of people that the vehicle
can carry, that aren't helping operate the vehicle. Passengerscan fire out windows, or man any installed weapon.
Cargo: TheSpace: The volume that the vehicle has set aside
for cargo.Capacity: The amount of weight that the vehicle
can carry.
Fuel Range: The fuel efficiency of the vehicle, and thedistance the vehicle can travel on a full load of fuel. FuelRange will vary with the road conditions and the amount of acceleration and deceleration the vehicle must undergo enroute.
Cost: The amount of money that the vehicle costs.
Land Vehicle Featuresand Vehicle FeaturesAll Terrain [ ]: The vehicle gains the listed bonus to
offset penalties due to poor road conditions.Expensive [ ]: Characters must have the listed Levels in
the Wealth Asset to possess this vehicle.Open: Passengers gain no protection from this vehicle.Stylish [ ]: Characters owning (or looking like they
own) this vehicle gain the listed bonus to their AttractivenessTalent.
Weapon Mounts [ ]: The vehicle has the listed weaponsbuilt into it. Generally, a Passenger aims and fires theseweapons.
ATVTVDescription: This four-wheeled, open vehicle is
designed to run through harsh terrain and over sand dunes,mainly for recreation.
Game Mechanics (Crotch Rocket Motorcycle):Cruise/Max: 35/55 mph, Acc/Dec: 30/25 mph;Maneuverability: ---; Ruggedness: Chassis Flimsy, all othersVery Flimsy; Base Defense: 16 (Motorcycle); Crew: Drivers: 1,Passengers 1; Cargo: Space: ½' x ½' x ½', Capacity: 800 lbs;Fuel Efficiency: 40 MPG / 200 miles; Cost: $3,500.00;Features: All-Terrain [3], Open.
Compact Carompact CarDescription: A small, cheap vehicle with decent gas
mileage, and little else to boast of.Game Mechanics (Sedan): Speed: Cruise/Max: 45/80
vans designed for minor off-road travel, but usually forNASCAR dads and soccer moms to shuttle groceries to thesuburbs.
Game Mechanics (SUV): Speed: Cruise/Max: 35/70 mph,Acc/Dec: 30/15 mph; Maneuverability: -4; Ruggedness: Rugged(Chassis), Average (Everything else); Base Defense: 12 (Van);
Crew: Drivers: 1, Passengers: 7, or 5 if rear seat is removed;Cargo: Space: 2' x 4' x 4', or 5' x 4' x 4' with rear seat removed;Capacity: 1100 lbs; Fuel Efficiency: 20 MPG / 300 miles; Cost:
Chapterhapter V: Highway to Hadesighway to Hades ((Landand Vehicleehicle Combat)Combat)Land vehicle combat is an add-on to the existing Dirge RPG rules that allows for car chases and auto battles. Moving at
high speeds and unloading firearms on the highway adds a special set of challenges that can spell the end of even the mostremarkable Unnatural, or the most ardent fan of '80s cop shows.
Keeping Controleeping Control
Every Round on their turn, every Character that'sdriving a vehicle needs to decide what they're doing with theirvehicle before any other Actions. The speed and heading of the vehicle may affect the effectiveness of any other Actionsthey may take, after all.
Keep Control (3 AP)eep Control (3 AP)Description: You maintain the vehicle's speed and keep
it going forward, under control.Game Mechanics (Keep Control): The Character must
declare whether they're going to keep moving forward orwhether they're going to turn or keep going straight, andwhether they're going to speed up or slow down.
The vehicle can increase its speed each round by up toits Acceleration. It may also decrease its current speed by upto its Deceleration.
Driving at high speeds is dangerous. Vehicles travelingup to their Cruising speed suffer no penalty to Driving TalentRolls. Vehicles traveling higher than their Cruising speed, up
to their Maximum Speed, suffer a -5 Penalty toManeuverability. Vehicles can exceed their listed MaximumSpeed by up to 10% but suffer Xd6 damage every Round,Maneuverability is at -10, and MC is +1. Vehicles gain +1 toDefense per 10 mph they are traveling.
The vehicle can make one 45-degree turn per round.The vehicle can make additional turns, but each one causes a+5 increase in the DF of the Drive Roll.
Once these decisions are made, the Driver must make aAGI + Drive Talent Roll against a DF set by the Road Quality,and modified by the vehicle's Speed and turning radius. On asuccess, the vehicle remains on course; on a failure, theCharacter must roll on the Loss of Control Table, and add
their FF. If they rolled a Mishap, they must also add twice theMF.
Instead of just Keeping Control, there are other Actionsthe Driver may take as well, listed below, under Land VehicleCombat Actions.
Road Qualityoad Quality
Road Quality is one of the most important problemsthat vehicle combatants run into; a high-speed chase that runs
into a sudden bad stretch of road can end with all of thevehicles suddenly careening out of control.
Road Qualityoad QualityPerfect: This asphalt is new, flat, and smooth. Driving
DF Very Easy (10).Broken: This road is broken up, with myriad cracks and
potholes to avoid, making for a bumpy ride. Driving DF Easy(15).
Dirt/Gravel: This road isn't paved with asphalt, but dirtor gravel still make it navigable. Driving DF Average (15).
Off-Road: There isn't any road, but it's still fairly flat,though bumpy. Driving DF Hard (20), MC +1.
Barely Passable: This area is almost impossible tonavigate with any sort of a land vehicle. Driving DF VeryHard (25), MC is +2.
Impassable: This area cannot be driven through. AllDriving Rolls automatically fail, and attempts to do soprobably cause immediate damage to the vehicle, and maybethe Driver and passengers as well.
Road Quality can vary with the weather and currentdriving conditions, also. For example, if the road is covered
with ice, water, or debris, the Game Master might decide thata Perfect asphalt highway is degraded to Broken, Dirt/Gravel,or Off-Road Rough, or even Nearly Impassable.
Road Quality TableRoad Type Driving DF Mishap Chance Consequences of Failure
Perfect Very Easy (10) Normal Reduce speed by 10%.
Broken Easy (15) Normal Roll on the Loss of Control Table with a -2 modifier.
Dirt/Gravel Average (20) Normal Roll on the Loss of Control Table.
Off-Road Hard (25) MC +1 Roll on the Loss of Control Table with a +1 modifier.
Barely Passable Very Hard (30) MC +2 Roll on the Loss of Control Table with a +2 modifier.
Impassable Automatic Failure N/A Roll on the Loss of Control Table with a +3 modifier.
Land Vehicle Combat Actionsand Vehicle Combat Actions
This section lists some additional Combat Actions thatautomobile drivers can take in a vehicle.
Dodge and Feint Actions work exactly like they do innormal, personal combat, but in both cases the Drivers rollAGI + Driving instead of whatever is listed.
Bootleg Turn (ootleg Turn (5 AP)AP)Description: You brake and spin the wheel, doing a
quick 180 in a short space.Game Mechanics (Bootleg Turn): The Character must
make an AGI + Driving Talent Roll, modified by RoadQuality, at -2 per 10 mph they're traveling; if the vehicle'sManeuverability is negative, double the ManeuverabilityPenalty for this Action.
If the Driver is successful, they spin 180 degreesand begin moving next round at 1/2 their previous speed. If the Character attempted to do this as part of a normal KeepControl Action, it'd cause a +20 to the DF of the Roll.
Chicken Game (hicken Game (5 AP)AP)Description: You dare another vehicle to hit you or
another object, creating a test of nerves that will probably endwith someone dead.
Game Mechanics (Chicken Game): The Chicken Game
acts like an extended Feint. Each opponent makes anOpposed Roll of AGI + Driving + Intimidation against theother, for X Rounds, X being the amount of time before bothhit a large object or drive off a steep cliff. The winner has tomake a Bootleg Turn or Sudden Stop, however, or sufferalmost certain death. The Chicken Game It doesn't work
against all opponents, but against an enemy that's Arrogant orVengeful, it's
Coastoastingng (1 AP)(1 AP)Description: You turn away from the road ahead for a
moment, dropping speed but keeping your forwardmomentum.
Game Mechanics (Coast ing ): The vehicle drops speed10% each Round that the Character simply Coasts, and theCharacter can't make any Drive Talent Rolls, but they canattend to other matters, like finding a good radio station, orfiring out the window.
Driftingrifting (5 AP)(5 AP)Description: The latest fad in gearheads with barely-
sublimated death wishes, you to turn sharply, letting yourvehicle move ahead diagonally or sideways, letting you turnsharply without losing speed.
AGI + Driving Talent Roll, modified by Road Quality, at -2per 10 mph they're traveling; if the vehicle's Maneuverability isnegative, double the Maneuverability Penalty for this Action.
If the Driver is successful, they spin 90 degrees andbegin moving next round at their previous speed. If theCharacter attempted to do this as part of a normal KeepControl Action, it'd cause a +10 to the DF of the Roll.
Head-Onead-On Collision (ollision (5 AP)AP)Description: You slam into another vehicle or a
pedestrian, causing massive damage to them, and probably toyou.
Game Mechanics (Head-On Collision): The Charactermust make an AGI + Drive Talent Roll, against the othervehicle's Defense. On a success, both vehicles, and passengers
of both vehicles, take crash damage.
Sideswipeideswipe ((2 AP)AP)Description: You smash into a vehicle or pedestrian
next to your vehicle, causing damage to both of you.Game Mechanics (Sideswipe): The Character must make
an AGI + Drive Talent Roll, against the other vehicle'sDefense, with a +5 Bonus to hit. On a success, both vehicles,
and passengers of both vehicles, take 1/2 crash damage.
Sudden Stopudden Stop
((5 AP)
AP)Description: You attempt to make a controlled
reduction of speed, stopping if possible without losingcontrol.
Game Mechanics (Sudden Stop): The Character mustmake an AGI + Driving Talent Roll vs. DF set by RoadQuality. On a success, the Character reduces the vehicle'scurrent speed by double the vehicle's DEC, but on a failedRoll, the vehicle goes careening out of control; make a Roll onthe Loss of Control Table at +2.
Vehicle Trick (5 AP)ehicle Trick (5 AP)Description: Jumping off a ramp, driving on two
wheels,Game Mechanics (Vehicle Trick): The Game Master
decides on a DF for the Vehicle Trick, based partly on theRoad Quality in the area; the typical DF is +15 above the RoadQuality DF. Most Vehicle Tricks are only of limited use, oronly good in a narrow variety of situations, so there's nopoint in going through them exhaustively.
Land Vehicle Damageand Vehicle Damage
Rolls to Hitolls to HitAs with attacks against a Character, all attacks with an
SF of 1 to 10 must roll on the Vehicle Damage Table to see
where the shot lands. On a roll of SF 11 to 15, the Charactermay roll 1d6+2, and on an SF 16+, the attacker may choosewhat system they hit.
Damage Table Resultsamage Table ResultsEngine Damage: The vehicle will begin to lose
acceleration and speed as the Engine takes damage. If theengine is destroyed, the vehicle will very quickly sputter to astop, and is in danger of explosion.
Tire Damage: All STRU Lost: Each time the tire takes damage,
the Driver must make AGI + Drive Rolls vs. Road Quality DFto keep control of the vehicle. The DF of this Roll is +5 forMotorcycle drivers.
All FUNC Lost: The vehicle immediately beginsto skid to a stop, losing 20% of its current speed every Round.The Driver must make a AGI + Drive Rolls vs. Road QualityDF to keep control of the vehicle.; this roll suffers a penalty of -1 per 10 mph the vehicle is currently traveling. The DF of thisRoll is +10 for Motorcycle drivers.
Cargo Damage: The vehicle's cargo may be damaged.The Game Master will determine what objects (or people) inthe cargo compartment get damaged. Whatever it is, it gainsthe listed Armor against attacks. If the vehicle has no listedcargo volume, or is carrying no cargo, these become Chassishits.
Passengers Damage: The vehicle's Driver or Passengersmay be damaged. If they are inside the vehicle, they gain thelisted Armor against attacks.
Chassis Damage: All STRU Lost: The vehicle loses 10% from its
Maximum and Cruising speed, and Maneuverability suffers a-3 Penalty.
All FUNC Lost: As with Tires FUNC Damage.
Control System Damage: All STRU Lost: The vehicle suffers a -5 penalty to
Maneuverability, and all Drive Talent Rolls are at MC +2.All FUNC Lost: The Driver loses control of the
vehicle's direction, and the vehicle crashes in the next few
Rounds (usually within 1d6 Rounds). Roll 3d6 on the Loss of Control Table and subtract the Driver's Drive Talent Level.
Fuel System Damage: All STRU Lost: The vehicle immediately begins to
skid to a stop, losing 10% of its current speed every Round, asthe engine no longer gets the fuel it needs to run.
All FUNC Lost: The fuel system is leaking fuel,and the vehicle could explode. Roll 1d6 each Round; on a 6,the fuel ignites, and the vehicle Bursts Into Flames (seebelow).
Loss of Controloss of ControlLoss of Control Table Roll:
Up to 1/2 Cruising Speed: 1d6+1d3.From 1/2 to full Cruising Speed: 2d6.From Cruising up to Max Speed: 2d6+1d3.Higher than Max Speed: 3d6.
Add the driver's FF to the roll. If the Driver rolled aMishap, add (MF)x2 to the Roll.
Loss of Control Table
Roll Result1 or less Nothing untoward happens.
2 to 7 Vehicle skids to a stop or near-stop as the driver fights the wheel.
8 to 9Vehicle fishtails. Driver must make another Driving Roll to control the fishtailing vehicle, with a DF of +5.On a failure, the vehicle crashes.
10 to 11 Vehicle collides with a stationary object or pedestrian nearby.
12 to 13Vehicle spins. Driver must make another Driving Roll to control the spin, with a DF of +10. On a failure,the vehicle crashes.
14 to 15 Vehicle rolls over and comes to rest on its hood, skidding a short distance. The vehicle crashes 1d2 times.
16 to 17 Vehicle rolls over 1d3 times, and passengers and the vehicle take collision damage each time.
18+Vehicle does a spectacular flip and roll, and immediately bursts into flames. The vehicle crashes 1d3 times,for double damage to the vehicle and its inhabitants each time
Vehicle Crash Damageehicle Crash DamageDamage to the Vehicle: The vehicle takes 1d6 Edged
Damage per 10 mph the vehicle was traveling to a system of the Game Master's choice. If there are no obvious choices, theGame Master may roll for a random system.
Damage to the Passengers : Open vehicles or Partially Outside: 2d6+1 Edged
Damage per 10 mph.
Closed Vehicle with No Safety Belt: 1d6+1d3 BluntDamage per 10 mph.Closed Vehicle Wearing Safety Belt: 1d6+1 Blunt
Damage per 10 mph.
Vehicles Bursting into Flamesehicles Bursting into FlamesDamage to the Vehicle : Immediately demolishes the
vehicle.
Damage to the Passengers : Inside/Adjacent to the Vehicle: 10d6 Energy
Damage for Automobiles and Vans, 6d6 Energy Damage forMotorcycles.
Outside Radius: 6d6 Energy Damage out to 10
yards for Automobiles and Vans, 4d6 Energy Damage out to6 yards for Motorcycles. Anyone outside may attempt an SaveRoll of AGI + Ranged Combat vs. DF Average (20) to sufferhalf damage.
Chapter VI: The Mortal Dominionhapter VI: The Mortal Dominion“Dearest Brother Gregory. Today it was accomplished! the signing of the Firmament Treaty. Many notable Scholars of the Occult, acclaimed Saintes and Sayges, Tinkers of far Araby, Hermit-Seers from the farthest Mountaine Peaks, & so many others did Gathered in the Mansions of our Lord, & together we reach'd an Agreement which shall forever after bind All who see the Face of our Lord, by whatsoever Nayme they know his Glorie, & who Bende the Elementes by Grace of Natural Philosophy.
“And yet my Heart within me is Uneasie. Asked as I have been to Create & Organyze an Order most Puissante to Enforce the Edictes of the Treatie of the Firmament, an Order of Guardians that Shall Travelle and Stryke the Eville Sorcerers by Niyghte in Silent Deadlyness, I aske Myselfe, Can the Rules of Man Enforce Lovingkindness and Honest Witnesse among Suchas We, the Wysest who Walke through the Mortal Vaile? Or do we yet Erect yet another Towere of Babel, an Empyre doomed to Fall even as Rome did, a Wide Way that Leadst straighte to Hades?”
– From the private letters of Magister Johann Schecht, 1487.
The Realms Coalescehe Realms CoalesceAt first, there was only the Ylem, the primal chaos that
held the potential for all things, but no lasting reality, no firmsubstance. At some point, the Pleroma came to be; somebelieve that a being they call the Logos coalesced from theutter void, a sentient being that was appeared, pregnant withthe universe in all its potential, past and future. Perhaps it wasthe nature of the Ylem to eventually give rise to its opposite,since it held all potential, including the potential for itsopposite?
At first there was only one perfect, unchanging Realm,the Realm of Forms, but the Ylem infected it with its varietyand diversity, and created an infinite variety of Realms, allreflections of the First Realm, the mind of the Logos. In eachof these Realms was life, growing, struggling, changing,imperfect yet growing towards perfection. And the singularfocus of the First Realm infected the Ylem as well, and beingsarose from the Ylem, the Elder Beasts, and they fought oneanother, immortal, unchanging, yet ever growing ever towardsgreater corruption and decay.
In time the beings of the Ylem and the beings of theRealms met and struggled. The greatest of the beings of thePleroma were the Archons, and their children and servantsthey named the Children of Light. They granted the Children
of Light a singular mind and purpose, fusing their mindstogether in the Perfect Ark. They created the perfect Army of Light, able to work together for an eternity with no mistakes.
The Elder Beasts invaded world after world, but the
Archons and the Children of Light managed to repel, alwayswith tremendous casualties. Worst, the Elder Beasts provedable to transform their enemies into things of chaos, formlesshorrors possessed of all their former powers. The Archonscommissioned an ancient order of machine-mystics to createfour doomsday weapons to destroy whole worlds should it benecessary; these mystics created a Realm for themselves, calledthe Nexus, where they began their work.
When the doomsday weapons, the ArmageddonKnights, were completed, the first test was on a world calledMarduk. Once a verdant world of savage beauty, inhabited bya wide variety of beast-folk, the world was overrun bydarkness and chaos. The Children of Light evacuated theinhabitants to another Realm, called “Earth,” and unleashedthe fury of the Armageddon Knights on the world. Half theplanet was reduced to wasteland, but the servants of the ElderBeasts were defeated.
The Perfect Ark couldn't stamp out all traces of freewill in the Children of Light, even had it been designed to doso; after millions of years, some of the Children of Lightrebelled, becoming the Children of Darkness. They fled toMarduk, reasoning that the remaining regions of beauty andverdure could easily be made into their own Heaven, but
soon, the Children of Darkness raised hand to one another,and their world was destroyed, becoming a smolderingWasteland of unending Suffering.
Marduk's sister world Earth was gradually invaded bythe Elder Beasts. The inhabitants of Marduk, now spirits,forged alliances with Earth shamans, or seized the bodies of the weak and unwary, becoming the hybrid kind known as theEnkidu. Although the Children of Light and the Enkidu madewar against the Elder Beasts, the grip of chaos steadily grew.
How did Humans first learn magic? No one is sure.Some say that the Children of Light taught them magic torecruit them to the war against the Ylem; some say that theChildren of Darkness interbred with Humans, and theirmagical nature interspersed among the Mortal tribes, carryingwith it their dark, magical natures.
It's well-known, though, that the Children of Light and
the Children of Darkness were both common visitors to
Earth, and many Humans grew to worship both as gods. Inparticular, the Empire of Us-Gidim, in the ancient MiddleEast, worshiped the Children of Darkness as gods. Theyconsumed the flesh and blood of their enemies, and sacrificedtheir citizens to their demonic overlords in exchange forpower. The Children of Light cursed them, and the rulingcaste of the Gidimites could no longer walk by day, burned bythe rays of the accusing sun. The Empire began to crumble, asthe Gidimites could no longer do battle by day, but theChildren of Darkness blessed them with powers of physicalprowess and mental trickery. The Gidimite Tribes each gainedspecial skills to help them hunt and prey on Mortals, but thedays of the Gidimite Empire had come to an end.
Betrayal Most Bitteretrayal Most Bitter
Each age of heroes and light was followed by an age of ignorance and darkness. After the collapse of Rome, the Earthwas wracked by lawlessness, with only the memories of thelearned to hold it together. In the far East, an alliance of mystic warrior-scholars, swords in one hand and scrolls in theother, preached peace and freedom, but over and over wereforced to abandon their meditations on their Way and shed
blood. In the Middle East, a band of miracle workers withclockwork machines enforced tenuous treaties between bandsof feuding sultans and pashas, tolerated as mere functionariesand tinkerers, irrespective of their immense genius. Inscattered city-states throughout Europe, a few monks andknights, trading wisdom with a scant few heretics of rejectedsects and outcast religions, read the ancient texts and saw inthem a different truth, and tried to speak reason andcompassion to barbaric warlords. These years were hardest onthe oracles; where their utterances were politically pleasing,they were fed and honored, but when they spokeuncomfortable things, the gallows-crows feasted instead.Many of the seers retreated to high and frozen places, andmuch old knowledge was lost when these hermits perished intime.
Various Cults organized to help defend humanity andbring order to the search for the Higher Self. After a series of decades-long negotiations, the Firmament Treaty was signed,and the Ordo Custodes Noctis was organized to enforce it.
The world was careening toward chaos; the Elder Beastshad all but won. Visions said that the Lord had had enough,and that Judgment Day was at hand; the angels would soonblow the trumpets that would send the four riders, theknights that would end the world. In a final, desperateattempt to save the world for the good of their fellow man,like Moses bargaining with God for the lives of the Israelites,
all of the Mystic Cults banded together in a single, grandconspiracy; to place one of their own in the most powerfulspot in the world, the Papacy itself, the living symbol of Godon Earth, from which place compassion could overridefoolishness.
For the trick to work, they would have to gain immensetemporal power, for the position of the Holy Father wasbought and sold like so much currency. In the end, the Cultsworked to make their brothers, unassailable in its might, andthey breathed easy once their work was done. This was theirmistake.
The Hierate Cult became the most powerful force in theworld. The Papacy outlawed all forms of prostration to thespirit-annihilating forces of the Ylem. The inquisitorscollected the paraphernalia of the enemy, to study it and seehow to defeat it, despite the warnings from their Mysticbrothers. They read of the undoing of all things, and powerunending, and the mindless madness beyond the rim of thePleroma. The Hierates began to call on the forces of the Ylem
to fight the forces of the Ylem, not realizing that their questfor enlightenment was forfeit, and they would soon becomeslaves.
The excesses of the Church grew severe, and the Cultssevered ties with the Hierates, creating their own Collegiums.The executioners of the Church found ways to outlaw magicitself, and slaughtered the Mystics left and right, justifyingthese losses as a necessary evil for the good of the crusadeagainst the Elder Beasts and their spawn.
The Hierates couldn't hold every region, and their gripfell weak in the Baltic regions. The Gidimites forged analliance with the Enkidu, at first promising to create ahomeland where all Unnaturals would be free from theinquisitors of the Church, but they ended by enslaving thewere-creatures, and the Ghûls ruled the regions for centuries.
Secret movements against the Church were sponsoredby the Pymandri, who created brotherhoods and fellowshipsthat spoke of the primacy of reason over faith, but they were
marginalized and outlawed, though this made them still morefashionable. The Cults tripped and stumbled in their quest,and when the Pymandri backed a madman in Europe whosetalk of unity turned to orders for genocide, the Mysticsretreated, horrified, and the Hierate Cult still won, byconspiring with the Reich for as long as it was convenient.
On occasion a true man of God took on the holy office,and was not pliable to their spells and tricks. As well,thousands of alternatives to the Holy Mother Church sprangup, but these were easily infiltrated and subverted, too. After atime, the Hierates found it convenient to create new sects andreligions themselves to draw the worship of the masses, topower their might.
The Fall of the Lighthe Fall of the Light
The remaining Children of Light were hardly unified,and even some of the Archons distrusted their leadership. TheArchon Azrael distrusted the other Archons, aggrieved as hewas at the horrifying destruction caused by the ArmageddonKnights. It stole two of them, along with their controllingseals. Knowing he'd be discoveredeventually, he hid one on Earth, and gave another to theChildren of Darkness. Predictably, his Soul was ejected fromthe Perfect Ark for his insolence, and he Fell.
However, without all Four Horsemen, the Children of Light could no longer annihilate an entire Realm, althougheven one Armageddon Knight is enough to devastate acontinent. The Children of Darkness still wouldn't be able toassault the Palaces of Light directly, but the Children of Lightno longer held perfect and total control of the Pleroma.
Once the seal to the Armageddon Knights in thePalaces of Light were lost, however, there was nothing to stopthe Children of Darkness from annihilating the Palaces of Light. The Palaces of Light were destroyed, and all of theArchons were slain, their almost-all-powerful RelicsSplintered and scattered throughout the Pleroma.
One by one, the Children of Light Fell. The Children of Darkness took on the protection of the Pleroma from theElder Beasts, but their fractious infighting is making their jobincredibly difficult.
The Thaumatronic Mystics drove the rise of technology,showing wonders to the masses and then giving them lessertoys that even an ordinary Mortal could create, but theChurch's new cults still drew many. Democracy was a blow,but government means bureaucracy, and secrecy, and theirplots thrived when the earliest seeds of Annex 37 and its ilkwere sown in the fertile grounds of distrust during the ColdWar, and more recently after September 11th.
Now there are signs that mindless violence is on the risein the world, and the Rex Mundi is using this opportunity toexercise greater control over the freedoms of the world, andunify them all under his one banner. The Cults aremarginalized as irrelevant antiques, harmless crazies, ordangerous Satanic killers. The quest for enlightenment isconsidered mere poetic pretension. Worse, stories trickle infrom the Pleroma that the one shining hope of all, the Palacesof Light that have kept the Elder Beasts from invading theMany Realms, has fallen and only the vile Children of Darkness are putting up a fractious and halfhearted defenseagainst the obliteration of all that is. From the edges of theworld, the Ghûls grow more bold, preying ever morerapaciously on the Downtrodden, who seem determined torationalize away their Unnatural existence. All seems lost, butin the worst times, a few dark and cunning heroes have alwaysrisen to do what must be done, and snatch survival, if notvictory, from the jaws of utter defeat.