Armageddon uses the classic Unisystem rules. The structure of the angelic and pagan powers are not directly compatible with All Flesh Must Be Eaten, Conspiracy X, nor the cinematic Unisystem rules. Basic rules for converting magic can be gleaned via Magic Box and the web enhancement for Dungeons & Zombies. The
easiest way to convert Armageddon abilities to a cinematic game is to not convert them and simply import the Essence rules into the cinematic game. Barring that, these notes may help you run Armageddon using cinematic rules.
Seraphim
Providence
This
becomes a Simple Willpower test versus the chart on page 256. Each level is a
difficulty added to the roll. 1 in 3 has a -1 modifier and 1 in 10,000 has a
-50 modifier.
Healing
Seraphim
heal at a rate of d10 x Simple Willpower test.
Seraphim
Theophanies
Seraphim
use this skill with their powers. Note it as Wild Card: Theophany on the character sheet.
Binder
6-point
Power
Seraphim
uses Dexterity +Theophany versus target’s Dexterity + Acrobatics. The strength
of the bonds is equal to the Willpower of the Seraphim. The bonds become barbed
at the Seraphim’s command and inflict D6 Willpower in slashing damage. The
bonds stay in existence as long as the Seraphim concentrates on them. If the
Seraphim stops concentrating on the bonds, they disappear in a number of rounds
equal to the Serpahim’s Theophany rating. If the target’s origin is not the
current realm, the Seraphim can attempt to send the target home with a
Willpower + Theophany versus simple Willpower test.
Destroyer
8-point
Power
Destruction: These bolts inflict D10 x Willpower in damage
using either Dexterity or Dexterity + Theophany to hit the target.
Oblivion: There is no easy way to use this power in a
cinematic game. The power destroys the existence of the target from mortal and
most supernatural creatures’ memories. The Seraphim makes an opposed Willpower
+ Theophany versus Simple Willpower test and permanently sacrifices Willpower
points equal to the target’s Willpower. Simple objects will only cost one
point, but simple objects that are embued with magic cost their Power Level
Target
Object: Willpower Cost
Object: 1
Magic
Object: Power Level
Magic
Weapon: Damage Multiplier
Mortal: Willpower rating
Supernatural
Creature or Spirit: Double Willpower
rating
Traveler
7-point
Power
With
a round of concentration, the Seraphim can transport themselves and other
between planes and from place-to-place on Earth. The power requires one turn of
concentration and a Willpower + Theophany test. Transporting to a place within
5 miles has no raised difficulties. However, each additional person the
Seraphim transports raises the difficulty by 1. 10 miles requires a Decent
Success Level and each additional person raises the difficulty by 3. Up to 100
miles requires a Good Success Level and each additional person raises the
difficulty by 5. Greater distances require an Excellent Success Level and
additional travelers raise the difficulty by 10 per person.
Travelling
to other realms is much harder. The Seraphim must concentrate on the location
for five minutes and then succeed at a Willpower + Theophany test at the
Excellent Success level. Additional travelers raise the difficulty by 10 per
person.
Kerubim
Kerubim
Providence, Healing, and Thoephanices function identically to a Seraphim’s.
Kerubim
Theophanies
Battler
7-point
Point
To
activate this power, the Kerubim spends a turn concentrating and then succeeds
on a Willpower + Theophany test. If the Trance is cut short, the Kerubim’s
Willpower is halved for D10 x Willpower in minutes.
Revealer
4-point
Power
Using
this power requires a Willpower + Theophany test per hour of use. It must be re-rolled at the end of the hour for continued use. Once the roll
fails, the Revealer cannot use it again for another hour. Each Success Level
adds another layer of truth discovered.
2nd edition cover
Primal
Powers
Characters
using Aspects and Primal Powers must have the Wild Card: Primal Skill to use them.
Awe
Aura of Power
3-point Power
The
Primal gains bonuses equal to Success Levels rolled on a Willpower + Primal
test.
Dominion
8-point Power
The
Primal makes a Willpower + Primal test versus a Simple Willpower test by the
victim. Gifted and supernatural characters may make other resistance rolls as
appropriate.
Battle
Rage
Berserk
5-point Power
The
Primal makes a Willpower + Primal test and must gain a Very Good Success level.
If the test is successful, the power last in minutes equal to each actual
Success Level.
Berserk Leader
5-point Power
Each
Success Level on a Willpower + Primal Skill test results in one person affected
by this power. Gifted and supernatural can resist.
Cold Fury
10-point Power
This
power removes the penalties of the Berserk Power. The character must succeed on
an Extraordinary Success Level.
Primal
Fire
Fire Magic
10-point Power
Allows
the Primal to cast the Elemental Fire spell. Damage is equal to (Willpower + 3)
x Primal Skill.
Flame Incarnate
14-point Power
The
power is activated with a Willpower + Primal Skill test at the Good Success
Level. The flames remain for a number of turns equal to Success Levels. The
flames inflict damage equal to D4 x Willpower. The Primal can cast fire bolts
with a successful Dexterity + Gun Fu or Primal Skill test. These inflict damage
equal to D6 x Willpower.
Primal
Wind
Air Magic
10-point Power
Per
magic conversion rules.
Summon Elemental
6-point Power
This
ability summons a being from the elemental planes. Upon a successful Willpower +
Primal Skill test, the summoned being appears. Its Primary Attributes are equal
to double the summoner’s Willpower x levels of success.
Wind Incarnate
12-point Power
The
character must succeed at a Good Willpower + Primal Skill roll. The power lasts
one minute per success level. Everything else is per the rules.
Wings of Air
5-point Power
The
character must succeed at a Willpower + Primal Skill test. The power lasts one
minute per success level.
Storm
Lightning Bolt
8-point Power
A
Willpower + Primal Skill or Gun Fu or Targeting is required to hit with this
power. Damage is equal to D8 x (Willpower + Success Levels).
Lightning Storm
15-point Power
The
power requires a Willpower + Primal Skill test equal to Very Good. Everything
else is per the rules.
Thunderbolt
15-point Power
This
power requires a Willpower + Primal Skill test equal to Good. Each Success
Level rolled adds one to the damage multiplier. Everything else is per the
rules.
Thunderclap
6-point Power
A
Successful Willpower + Primal Skill is all that is needed to activate this
power. Everything else is per the rules.
Weather Lordship
12-point Power
Per
magic conversion rules.