Showing posts with label beyond human. Show all posts
Showing posts with label beyond human. Show all posts

Wednesday, February 23, 2022

The Apartment

You become worried you have not heard from a good friend for more than a week. You go to the apartment building where the friend lives. It’s not in a great part of town, but it’s not the projects, either. Weird smells and odd things left in the hallways, or worse, the staircases is not uncommon.

You knock on the door. Call out to their friend. The door is locked. You bang on other doors. You yell throughout the hallway. No one answers. So, you leave.


You come back with a crowbar. You pry and bash at the door. No one objects. Eventually, the door cracks open, but a security bar blocks the door from opening. More banging. More prying. Still, no objections. Enough of the door finally gives up the ghost and you crawl under the security bar to get into the apartment. 


Your friend is dead. The body is green and bloated. Foamy blood leaks from orifices. 


You back away from the body. You call the police. They are sending someone. You collapse. 


You wake up to an ambulance technician looking down at you. Their eyes are dead. Slowly, you sit up with their help. You were lying on your friend’s floor. You snap your head around, looking for your friend.


They are not in the apartment. The police are here. So is another ambulance technician. This one’s cute. Neighbors you recognize are trying to peek through the doorway.  


Everything of personal value to your friend is gone. Only furniture and spoiled food remain, according to the police. They ask you why you broke into the apartment and don’t believe you when you tell them. 


As the dead eyed ambulance technician is checking your vitals, the property manager and head of maintenance arrive. They give you a weird look and walk through the apartment. They talk to the police in the kitchen. They leave, ignoring you on the way out. 


The cute ambulance technician helps you stand. You feel a little light headed, but are stable on your feet. 


The police tell you that you are free to go. The property manager will not be pressing charges for breaking down the door. Apparently, there is an extra door in the basement and they were planning to remodel this particular apartment next week. You don’t see the security bar anywhere. 


You leave. 


You come back the next day. The door is replaced with another door that looks exactly the same. There are no noises in the building. You yell. No one answers. You bang on doors. None of them open.


It is a good thing you brought your crowbar with you.


Text copyright Derek A. Stoelting 2022

Thursday, May 3, 2018

Game Pitch Outline: Night Train



Game Pitch Outline:  Night Train

High Concept:  Ravenloft modern with undertones of Kult’s Metropolis meets Mission Impossible


The Pitch
What if Ravenloft’s Masque of the Red Death setting was modernized and mixed with Kult’s concept of Metropolis? Dark Lords dwell in a shadowy world connected to ours via places of ancient power, extreme emotion distress, and centuries of manipulation. From these domains of dread, they send their tendrils into our world to corrupt the innocent, murder the hearty, and grow their powerbase.

Into these shadows walk the heroes (or anti-heroes) of the game.




Overview
Our world intertwines with that of the Dark Lords. Whether this is due to a membrane between Earth and the Outer Dark or the Mists of Ravenloft, terrible places of extreme horror exist, fueled by the power of their Dark Lords. These places also interconnect to each other, along a membrane of sorts that is outside the space/time of Earth. Perhaps it is the Twilight of Nochnoy Dozor or the Umbra of Mage.

The Dark Lords control concepts and ideals related to their character. They can exist in the real world, but are far safer, more powerful, and much more comfortable in their shadow world. The Dark Lords fight for power in the real world, sometimes sending their armies to fight each other.

Crossing from Earth to the Dark Universe is not a task most can accomplish. Certain books and websites discuss spells and rituals which transfer one’s body from this realm to the other. However, those readings are hard to find and the components needed to complete the tasks are even harder to locate. Along the same line as using a magical ritual to transfer from here to there, gates exist which open directly to and from the other world. There are train stations where if one is there at the right time on the right day, a train will arrive from the Dark Universe, drop off riders, and pick up new riders. Lastly, the domains creep into the Earth and a person can slip between the two worlds without realizing it until it is too late.

The characters begin without foreknowledge of the Dark Universe. However, this changes in the first adventure as they gain at least a knowing glance into the shadow world. Low power-level characters are not ideal for this game. The characters should be experts in their field and preferably all part of the same organization. Members of a counter-intelligence unit or mercenaries for hire are good choices.

Depending on the scope of the game, the story will involve one Dark Lord or several.





First Arc
While on the first mission of the game, the characters come face to face with low-level minions of a Dark Lord. There is no indication the minions answer to a “dark lord,” but clues exist hinting at a larger organization.

There are two directions from this point. The characters can return to their “day job” world, unsure of what just happened and continue with their lives. Alternatively, they can be burned, left out in the cold for an unknown reason. All of their contacts in their organization refuse to have anything to do with them. If they try to contact family, the family tries to avoid the characters, as if warned off. If the characters still have a “day job” after the first adventure, the second adventure results in being burned. From here, the characters have no choice but to chase shadows. If they do not, the shadows come for them.




Second Arc
As the characters work through mooks and minions, they climb the ladder of the conspiracy, learning more as they climb higher and higher. Eventually, they learn about the Dark Lord/s and their domain/s. As they work to gain access to the Dark Lord, or as they run in fear, they experience more of the Dark Universe. The closer to the Dark Lord they travel, the more reality seems to change. Not only are monsters real, so are magic and demonic entities. Reality takes on a different appearance the further into the shadows they travel. The only way to stop the Dark Lord/s is to take the battle to them in their realm/s.

The game becomes a series of conspyramids, interconnecting at different intervals, wrapping around the characters. The characters leap from one conspyramid to another and then back again to go up levels of the conspyramid. This is Night’s Black Agents at its fullest, most expansive level, combined with every other GUMSHOE line.




Third Act
Is the Dark Lord defeated or did they escape to fight another day? What about the Dread Power which binds them to their realm?

What costs have the players paid in order to set back the Dark Lord? Have they sacrificed family or close friends? Have they become one of the monsters of the Dark Universe? Are their souls lost to the Abyss? Did any of them die? If so, is there someone effected who could take up the fight in their behalf?





Additional Considerations
§  Bare bones, the enemies are dark reflections of the heroes
§  Things man was not mean to know is a major element; actions of a person attempting to learn things that, we are told, no one should understand, such as Dr. Frankenstein or Jekyll/Hyde; potentially an ally working towards a worthy goal that ends in a tragedy
o   Trying to open a “Stargate” and it unexpectedly lets in Outer Dark beings
o   Drug that accelerates hearing, but creates super soldiers who go on to do bad things
o   Dr. Morbius, the living vampire, was attempting to create a healing drug, took the drug to see if it would work and turned himself into a “living” vampire
o   Assistant steals notes and samples to supply technology to the Dark Lord’s minions, because they have something the assistant desperately needs/wants
§  Common technology has its uses for the enemy; cellphones, means and speed of travel, knowledge available via the Internet
o   Evil can use the same technology against the heroes
o   If the heroes lose access to the technology, are they still strong or will they falter in battle as the enemy now has the upper hand?
o   False, planted, or incorrect information/knowledge due to a wide availability of knowledge source (re:  Wikipedia)
§  Traditions of Terror
o   Spellcasting has consequences for the caster and may change the users, physically or mentally, a price must be paid
o   Fear, horror, and madness checks and trackers
o   Curses
o   Wandering gypsies and fortune telling

The rising in power levels, the world-spanning campaign, and the amount of combat needed to stop the Dark Lord/s in this game are not meant to make it a light-hearted campaign. In fact, the opposite is more true. Sacrifices are made to gain power levels (sanity, perhaps?). World-spanning adds a level of excitement to the game, adding flavors from James Bond, Impossible Mission Force or Man from U.N.C.L.E. In a world without the Dark Lords, these characters could be stopping drug lords and corrupt politicians. Instead, they are fighting an unseen force in shadows and alley ways.



The Dark Universe
Some places on Earth are one-and-the same with the membrane or twilight of the Dark Universe. In these places, the Dark Lords make their lairs. These places connect to each other along the membrane, via a train system. The borders between the Dark Lords’ realms function similar to the Mists of Ravenloft. Those who wander into them are unlikely to make it out alive and unchanged. Only the engineers of the trains know the way and the way is to follow the tracks. The tracks have been there for as long as anyone can remember.

The train/s takes on an appropriate appearance for the realm in which it currently resides. Passengers will not notice a change take place while onboard the train, when it passes from one realm to another. However, they will notice the change the moment they step foot on the ground of the next realm.

The types of trains include steam locomotives, subways, Els, steampunk, dieselpunk, bullet, and more.



Dark Lord Realm Examples

Santa Muerte
She is served by the Mexican Cartels. Her domains include Mexico City, barren wastelands inhabited by cartel soldiers, and the US-Mexico border. The walls surrounding this realm are fence lines and military/police who kill those who cross the border. Her power comes from human trafficking, drug running, murder, and extortion.


Castle Wolfstone
An overly structured city filled with concrete buildings and run by fascists. The inhabitants of the castle on the highest hill in the capital control the land. Outsiders are discouraged from visiting and often targeted for attacks by the brown coats serving the fascist leaders. The Dark Lord of the realm gains power from fear, terror, and executing outsiders. The domain consists of a perfectly functioning city, the highway around it, and the castle on the hill. Even though there are vehicles moving on the highway, it is impossible to find an entry or exit ramp onto the highway.


Dracula
Dracula resides in an Eastern European Socialist State. A corrupt government that operates via a system of bribes controls the lands. The common people struggle to survive and will not help the characters, unless the characters have something to offer them (bribe?) in return. Bribes include clean water not laced with uranium, food of high quality, money in the local denomination to pay bribes for a better life, or help getting out of the country.

No matter what, the citizens cannot leave the country. The land will do what it must to stop them from leaving. Whether a military death squad arrives to kill them and take their children for trafficking, train engineers reject their paperwork, or the Dark Lord’s gypsies kill them in the night.

Somewhere, Dracula sits in his castle, brooding over his situation. His alliance with the socialists keeps the Turks at bay, but the socialists treat his people nearly as bad as the Turks would. He rarely ventures outside his castle and when he does, he often travels with his gypsies. Dracula uses the military when he does not use the gypsies.




Further Possible Dread Lords and Realms
Columbian Drug Lords

Voodoo, zombie lords, zombies, and Haiti, New Orleans, or Beaver City

European university develops super soldier serum

Middle East wars mixed with Mad Max fury

Biker Werewolves who travel the highways between realms freely (their domain is wherever they are, they are not tied to one place)
Dark technology (university or private company; Dark Conspiracy)
Misused or abused magics [Arkham, Salem, North Berwick (Scotland), Warboys (England)]
Wicked City demons
Sin City crime lords and politicians
The Purge and NFFA in L.A.
Detroit’s Devil’s Night
North American forests and the Native American monsters lurking in them





Thursday, October 1, 2015

Action Points - Alternate Drama Point rules for Unisystem games

Action Points (Alternate Drama Points)

Cast Members have three points per session. This amount cannot be changed with Experience Points. If they are not spent during the game session, they do not add to the pool in the next game session.

The inspiration for these comes from wanting something more movie magic than TV magic. A few feel over-powered and I may need to drop them. I plan to try these out in a 2- or 3-shot game I am running soon.


Healing
Roll With the Punches:  Spend point to ignore all damage taken in one hit
Barely Touched Me:  Spend point to heal half of all damage at the end of a scene and before the next scene
A Good Night’s Rest:  Spend point to heal half of all damage after s standard sleep cycle

Die Rolls
I’m Better than That:  Spend point after the roll to raise the success level by one; for example raise a botch to failure or a failure to a success, etc.; cannot be used with damage rolls
Shiny and Chrome:  Spend point before roll for a +10 to the result; cannot be used with damage rolls
·     Fuck It:  Spend point and break a piece of essential equipment for a re-roll (equipment breaks after the roll, as the cast member uses it during the roll); further points may be spent to raise the success level or for a +10 to the roll


·    Other  
      Where Did That Come From?:  Spend point and have a piece of equipment to use that the character could reasonably had the opportunity to pack (or steal) and have on them at this point in time of the game

Sunday, August 16, 2015

#RPGaDay2015 Days 10-19 catching up and working ahead

The day job is busy and we have much going on with the family, right now. So, I hope you will pardon me as I catch up and work ahead in one post. 

Day 10:  Favorite Publisher
Currently, this is most likely Pelgrane Press. I like the look and feel of their books. They do column layout and design better than most of their competition. I like many of their game lines and can use nearly anything rpg related as source material. They are also more than happy to talk to their fans and are quick to sign books for their fans at conventions. Simon and Cat are good people.

Day 11:  Favorite RPG Writer
This is a hard one for me. If I buy a book, because a specific person wrote the book, it’s because they are a friend of mine. Shane Hensley, Jason L Blair, Jason Vey, Tim Brannon, and Dave Chapman come to mind very quickly. I like their products, but I am also friends with them outside of the rpg space.

If I buy a book, because I like the game line, it’s very rare that a book I purchase is by one single person. Ken Hite and Gareth Hanrahan are a great team up.

Maybe this is a take-away for me:  look into rpg authors and discover them.

Day 12:  Favorite RPG Illustration
Favorite? Not likely. Art, in this form, serves as inspiration. To narrow it down to one image is impossible.

I will side step and give you my favorite artist:  Timothy Bradstreet. I first viewed his work in Vampire:  The Masquerade. His images became icons for the game line. His work in Armageddon is awesome. However, his Punisher MAX image covers are just as iconic as his VtM work. I think the only genre I have yet to use his artwork as inspiration for, is fantasy. I should rectify that someday.

Day 13:  Favorite RPG Podcast
I have fallen out of listening to podcasts. I grew disillusioned with what they were offering. Some gave too much non-rpg content, others added personalities or changed the line, another began covering topics I just don’t care about, and the worst wander down completely unrelated, unnecessary rabbit holes. However, if you are looking for recommendations, you could do worse than start with Podcast at Ground Zero, PLay On Target, or Ken and Robin Talk About Stuff. The latter two have been nominated for awards in the rpg industry.

Day 14:  Favorite RPG Accessory
The Internet.

Nowhere else can I potentially play with friends across the globe, work directly with contributors, bounce ideas off friends to make sure I’m not going down a rabbit hole myself, or address concerns of fans. I can research my next game session, find images that outline the layout and history of a castle to include in my game, run name generators, and find new players for my games.

Dice rollers included, no dice tower needed. Cool battle maps can be found or built. Free scenarios for that new rpg you just purchased are there for downloading and using.

For me, it’s just as much an accessory as the next “tool.”

Day 15:  Longest Campaign Played
This is likely Lowell Francis’ Freakish Band of Adventurers or a Vampire:  The Masquerade game that I ran. Both went 3+ years, playing every other week.

Lowell’s was a game of continent travel, righting rights, releasing gods back into the world, and a game where one (?) character was a full blooded human (mine). There was a rakasta, elves, half-demon, aperkitus, and a wizard who was not all there, even if he did look human – in addition to my character.

The vampire game spanned years in game time. There were three players and an occasional fourth (who didn’t fit in the mix) who fought Nephandi, Sabbat, Inconnu, Angels, Highlanders, and everything else that the Internet could source in the mid- to late 1990s. The game ended with the end of the world and the characters joining different sides to support.

Day 16:  Longest Session Played
It has been decades since I played one that would qualify. There were long nights playing Vampire:  The Masquerade from dusk until dawn and overnights of D&D. None stand out for me this many years later.

Day 17:  Favorite Fantasy RPG
Of a company I work for? Either Dungeons & Zombies or Spellcraft & Swordplay. They have the same author, but it depends on whether I want a ton of zombie options or just zombies.

Of a company I don’t work for? 13th Age. I don’t run it as is. I drop out the relationships ideas. I find them tedious and intrusive to my game style. What I do like is the mechanics. They use the same skill types as Spellcraft & Sorcery. The combat feels very gamey to me and completely in style of as characters build experience, their abilities increase with more than just feats or another cool thing. Damage increases, options increase, and if you’re looking for a game where you can min-max your heart out, you can likely do it with this one.

Day 18:  Favorite Scifi RPG
Sorry, Dave, it’s not Conspiracy X. Although, Con X is my favorite modern game with a sci-fi bent to it.

My favorite sci-fi game is WEG Star Wars. Of sci-fi game, I ran this one the longest. If you look around the Internet hard enough, you can find a .pdf of material either from the game, or rehashed, to make a new product.

Eclipse Phase is a close 2nd. I think I need to run a campaign or two to see how the fun level compares. 

Traveller, Fading Suns, and Dark Heresy are also worth checking out.

Day 19:  Favorite Supers RPG
The World of Darkness. No, seriously. It is or at least, that’s how most folks I know play it. Which is fine if you are looking to run a game where the setting is more supernatural than superhero.

I think the best rules out there are for Mutants & Masterminds. I haven’t played many supers rpgs:  old DC Comics, old Marvel, Hero, and M&M. M&M is the best for my money. The math works out the best for me and in a game wherein you can potentially play the upper limit of power, you need that. Maybe, one day Beyond Human will fill this roll. For now, it remains vaporware. Don’t worry, I’ll keep bugging George to publish it. J

The superhero game I want is Gotham Central:  players as human cops taking on super villains. Maybe one day I’ll do it and do it right. Mutant City Blues may be the way to go with this one. The game includes a chart of how different powers are related. That builds in another clue structure to the game. It also uses GUMSHOE which is clue driven.

Day 20:  Favorite Horror RPG

I’ll stop right there. This one is going to be special.

Thursday, August 13, 2015

Slayer's Gauntlet

I took a break from #RPGaDay2015 to type out my latest campaign idea. This idea was inspired by the first 50 seconds of the following advertisement for Gauntlet:  Slayer Edition.


Don't worry, Dave. I re-scripted my video. I will re-shoot it this weekend. 

Slayer’s Gauntlet

High Concept:  Buffy the Vampire Slayer meets Gauntlet/Diablo

The Pitch:  The characters discover a deceased friend accidentally opened a portal to a demon realm. Now, they must suit up and fight their way through dungeons and armies to stop a demon prince before he brings Hell to 21st century Earth.

Overview:  The characters are all college students or have good reason to all have lives that revolve around the same college or university. They are friends, through classes, majors, sports, clubs, or high school friends. All of them are well aware of the supernatural world and have a clue how to handle themselves, even if it means knowing when to run away. One night, they stumble onto a dead friend and it leads them to Hell and back. Can they stop a demon prince’s plans to invade Earth or will they fall victim and rise as one of the dead to serve in the demon prince’s army?



First Arc:  The characters stumble into the situation and must decide what to do and how to do it. During their investigation into the situation, they could discover the deceased student’s Instagram feed showing what the student was doing. They then move on to investigate the Book of the Dead and what the missing page is for. As the characters move through the motions, more demons enter the Earth plane. If the characters falter in their decision to fight the demons, students come to them for aid and assistance.



Second Arc:  Their research leaves no doubt as to what will happen if the portal is not closed. They must go after the page from the Book of the Dead. They can do some research into this demon prince. The research reveals potential realms within his demense. However, there is no indication as to which one the demon prince calls home. The research also reveals a wife, Astarte, and her minions are among the dead. The characters go through a montage wherein they gather arms and armor, spell books and written incantations. Will it be enough?

Arriving at the portal, the characters discover a demon spellcaster with an honor guard. He has cast a spell to make humans not notice the demons and their activities. The characters can discern this through speaking with other humans, perhaps the tough campus security guard or even one of the characters could be affected. They could also overhear the demon speaking to the honor guard about how it needs to cast a larger version of the spell tomorrow. They will need as many virgins as they can gather for a sacrifice. The power from the virgins will allow the demon to cast his net over the entire city. As soon as they can cast the spell tomorrow at midnight the following evening, the armies can start marching upon Earth, enslaving humanity. The characters’ only choice is to wade in and slay these demons while the portal into Hell shimmers in the background.

Entering the portal, the characters find themselves as a stasis point. Hallways, doors, and stairs lead away from what appears to be the inside of a castle. Studying the room reveals it is the central traveling chamber in this Hell. The characters have three main path choices from which to choose. They will need to fight and clear each level of this dungeon-like Hell.

If this is a long-term campaign, the characters are in for an old school dungeon crawl. They will need to fight through each major path in order to find the demon prince (Diablo, Gauntlet, The Temple of Elemental Evil). Each path will feature different elements. The final one features undead. There should be no doubt to the players that each level is harder, but also that there are simply too many pathways to go down. They stick to the major pathways in an effort to more quickly find the demon prince. After all, why would a demon prince scurry along in darkened, hollowed places instead of striding through the halls of his own realm. Along the way, they may discover allies who also wish to end the demon prince’s rule (e.g., humans stolen from Earth and enslaved, races from other realms who are also here to end the demon prince’s rule).

If this is a short-term campaign, the characters will need to fight creatively, pitting demons against each other, and using the element of surprise. After all, what demon underling would expect a band of human warriors to bring the fight to Hell.

If this is an one-shot, the characters find themselves in the castle of the demon prince. They will need to move quickly and decisively if they want to win the night and stop the hordes from invading Earth.
Having won through to where they think they will find the demon prince, they instead face off with his wife, Astarte, ruler of the dead. This fight will take the characters to the brink of death. One or more could die in this fight.

In defeating Astarte they discover the lair of the demon prince and rush to it. If the characters decide to face off against the demon prince, the fight is ugly. He does not hold back and nor should they. Weird magics and unholy items come to play. Did the characters bring any holy relics of their own? How will those items affect the demon prince, his powers, and those Lieutenants not already defeated.

If the characters decide to instead steal the page from the Book of the Dead, they do not get away without notice. Something will notice. If the characters pull it off without a hitch, they gain a huge lead in escaping the demon prince’s lair. In fact, with a few more successful stealth and fighting checks, they make it all the way to the portal where they discover the demon prince or his highest lieutenants await the characters.



Third Arc:  The characters face their final moral dilemma. Do they cast the spell to close the portal while they are still in Hell or do they fight their way through the portal and cast it from the other side? If they cast the spell while in Hell, they are trapped until they re-cast the spell to open it. This means casting the spell, fighting their way out of the portal room, and going “underground.” Ideally, the game ends here, but the campaign could continue into a second season exploring those options.

If the characters fight through the portal to Earth before casting the spell to close the portal, the demon prince follows them through the portal. Reality warps around the portal due to the high level of magical creatures and magic in and around the portal. The characters will need to either hold off the demon prince while another character casts the spell, closing the portal or they will need to defeat the demon prince and then cast the spell, while holding off his minions. Once they close the portal, the demons and the demon prince on Earth lose access to any sort of regenerating powers. They have no way to tap into the Earth’s natural powers as the characters’ abilities allow.



Original Outline:
1.       Setup
a.       Beginning:  College student gains a page from the Book of the Dead or some other equally horrible book. Doesn’t realize what they are doing and opens a portal to another world. Something comes through, kills the college student, leaves the body, takes the page of the book, and runs off to tell is master.
b.      Inciting Incident:  Increase of demon activity on campus. College student found dead by character/s. A small, scouting band of demons steps through the portal and attacks the character/s.
c.       Second Thoughts:  Are we the right people to do this? Other “friendly” students harmed and/or come to the characters for aid.
2.       Confrontation
a.       Ascending Action
                                                               i.      Obstacle #1:  Knowledge of what is going on. Where does the portal go? How do they close it? (research reveals they need the page from the book)
                                                             ii.      Obstacle #2:  A demon comes through and begins spellcasting to make the locals ignore the portal. People formerly looking for help now don’t know what the characters are talking about.
                                                            iii.      Midpoint with a big twist:  A demon prince plans to send his many minions to Earth, unless the characters go in, gain the page from the book, cast the spell, and potentially kill the demon prince.
b.      Obstacle #3:  Fighting through dungeon levels, trying to determine the location of the demon prince’s lair.
c.       Disaster:  The characters must defeat Astarte, wife of the demon prince
d.      Crisis:  They defeat Astarte, but lose something in the process (e.g., hit points, magical weapon, an ally). They hear demons discussing the fact that the armies are gathered and ready to pass through the portal. They are simply awaiting their prince to lead them through.
e.      Climax:  Do they fight the demon prince or steal the page and run?
3.       Resolution
a.       Descending action
                                                               i.      Climax Continues:  If fight the demon prince, they won and now have the page and must escape the demon realm before casting the spell or be trapped in the demon realm. If they stole the page and are on the run, they must escape to Earth and cast the spell before the demon prince’s army comes through the portal.
                                                             ii.      Wrap up:  Fight off straggler demons on Earth or if caught on the demon realm side of the portal, find a place to hide, awaiting the right time to re-open the portal to escape back to Earth.
                                    iii.    End



Sunday, May 17, 2015

Agents of Armageddon in the Cinematic Unisystem



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.

First Edition Cover

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.