H&H – A War for Peace – A Tabletop RPG

H&H – A War for Peace

Preface

It was foretold for thousands of years that, one day, an apocalyptic event would come, and that event would determine who was fit for the eternal peace of Heaven or the eternal torment of Hell. Religion may be varied and fickle in interpretation, but this was generally agreed upon across the majority. The angels and demons waited in the wings, for even they did not truly know when this war would come and what it would entail. Little did any of them know – human, angel, nor demon – that the apocalypse would be started by man. 

The Modern Alchemist

Science was blended with religious legend into a unique science known as Rituology. Those that study Rituology and its precise use are known as Alchemists. These Alchemists, their name coming from the charlatans of old and their endless pseudo-scientific quests, focused their craft to achieve astounding feats. First, they received messages from otherworldly sources through devices they simply called God Heads. Then, they were able to glimpse the otherworldly landscapes of the beyond with Theoscopes. Finally, with the assistance of the Hadron Collider, they did it. They opened two portals: one shone bright with the light of Heaven, and the other radiated the intense heat of Hell. Most of humanity was kept from these discoveries due to their extremely sensitive nature.

The War Begins

The angels and demons were aghast as an army of humans marched on either of their domains. In their infinite greed, there was a decision made among the elite that both should be taken and regulated for human use. Before Rituology, humanity would not have stood even in the shadow of the might that these other planes possessed, but with its advances they were able to fight. For once in their all-seeing, all-knowing, all-encompassing lives, Satan and God feared what they were witnessing. In the wake of what would come to be known as the Rapture War, the angels and demons fought and continue to fight to keep their realms out of mortal hands.

The H&H Initiative

Satan has neither the time nor resources to put an end to humanity’s antics, and God is reluctant to destroy what amounts to a thriving and generally good-hearted society for the sins of the few. This is a point of contention for the two of them, but they were eventually able to come to a compromise. A unit of hand-picked angels and demons would work together to put an end to the Earthly portals, and sever any possible means of creating new ones. This unit would come to grow and grow until it was a squadron. In what came to be known as the H&H (Heaven & Hell) Initiative, there have been countless Earthly, Heavenly, and Hellish operations taken up to reach the eventual goal of putting the Rapture War to an end. As their vow states, “By the will of God, and by Satan’s behest, we will save humanity by saving ourselves.”

Table of Contents

GeneralPg. 4

Making a CharacterPg. 4 Angels & DemonsPg. 7

HumansPg. 9

Choosing a ProfessionPg. 10

ValkyriePg. 12

MessengerPg. 16

Spirit GuidePg. 19

TyrantPg. 22

ManipulatorPg. 25

Sin SpreaderPg. 29

Alchemist: TheologistPg. 33

Alchemist: DemonologistPg. 37

Creating a HelperPg. 41

Playing the GamePg. 44

Using AttributesPg. 46

CombatPg. 48

Defending in CombatPg. 49

Status EffectsPg. 49

Unconsciousness, Planar Rest, and DeathPg. 50

The End of CombatPg. 51

SparksPg. 52

Spark TablePg. 54

General

In its barest essence, this game is a role-playing experience designed for a group of people playing as angels, demons and humans with the end-goal of bringing peace to the three realms. That being said, there are two realms to any good tabletop RPG system: what you can do out of combat, and what you can do in combat. The majority of this system is centered around the use of three six sided dice to determine the results of what you attempt to do.

Creating a Character

Of course, the most basic of questions one could have: should I play as an angel, demon or human? Well, my friend, I’ll do my best to show you the unique strengths any creature will possess, but first let me give you a quick run-down of the general statistics for any individual character.

HP: HP, otherwise known as Hit Points or Health Points, describes your character’s ability to sustain physical and psychological damage while still remaining conscious and able to take action.

SP: SP, or Spirit Points, represents the reserves of supernatural energy that your character possesses. This value is used and regained over the course of their adventures to fuel various extraordinary abilities, ranging from superhuman strength, summoning searing rays of holy light, and throwing soul-burning hellfire at your enemies.

-The following are known as Attributes, and each is valued from 1 to 7 in terms of their mechanical benefits.

Attributes

Power: Power determines your character’s physical strength. Among the things this statistic effects are lifting heavy objects, feats of athleticism, and the damage dealt with melee weapons

Agility: Agility affects your character’s finer movements, reaction time, and general dexterity. This statistic governs the ability to dodge physical attacks as well as physically manifested attacks, the use of fine tools, your character’s initiative in combat, and some ranged attacks.

Willpower: Willpower is the raw force of perseverance in the face of adversity. Since angels and demons don’t sustain damage in the typical sense, this statistic governs not only mental fortitude, but also your character’s physical resistance to damage. Do not mistake this for invulnerability; it still feels like you’re dying, and, if you can’t bear it, you will eventually die.

Charisma: Charisma represents force of personality. This statistic covers your character’s ability to persuade and deceive others as well as their general charm. In some cases, it also represents the strength of certain class powers that involve manifesting your force of personality in some physical way.

Spirit: Spirit is a general attribute that determines the power of most of your character’s supernatural abilities. It can also be used in other ways, such as sensing the auras of others, which encompasses a whole slew of other abilities.

-Humans have the following additional and attribute and stat:

Body: Body is a representation of one’s physical fortitude. This determines how much punishment a Human body can take before it dies. It also determines a Human’s resistance to poison, disease, and many other physical ailments.

BP: BP, or Body Points, represents a Human character’s physical resilience. Whenever a human takes damage, they may choose whether they take in HP or BP. It should be noted, however, that if BP ever reaches 0, a human dies.

-With all of these attributes in mind, we can now delve into your character as a blank slate. By base, a character starts with a 1 out of 7 in every statistic. Characters have 11 points that they can put into any stat of their choice, but only one can be maximized to 7 at character creation. Before you do that, though, it may be best to see what type of character you wish to make.

-Now, we arrive at the benefits of what type of being you choose to be: Angel, Demon or Human. It should be noted here that, unless they are manifesting any otherworldly features or abilities, angels and demons are indistinguishable from humans while on the Earthscape.

Angels

Angels are the embodiment of the countless fragments of God’s will, most often personified as messengers of his word to mortals. In the kingdom of Heaven, they are practically unnecessary except to deliver His messages and to defend His domain while He attends to the matters He deems the most important. Angels are often created as they are necessary for His purposes, but they can also be created by an Earthly need for their presence, such as when a mortal strays so far from His plan that they need a Heavenly figure to console and guide them.

Stat Bonuses: Angels are sources of pure divine energy, potent and perfect. As such, they gain +1 in their Spirit attribute. Additionally, to reflect their precise and generally lithe features, they gain +1 in their Agility attribute.

Aversion to Hell: Angels cannot willingly enter the Hellscape except by special means and, if they are forced to enter the Hellscape, their Creature of Purpose ability ceases to function.

Perfect Soul, Perfect Body: An angel receives an additional 1 hit point for every point of Spirit that they possess.

Creature of Purpose: When an angel is subject to any effect that would charm, frighten, or otherwise change their mental state, they roll an additional six sided die to resist that effect.

Wings: When an angel is on the Heavenscape, they sprout a set of feathery, white wings that allow them to take flight. During combat, an angel may use a Movement Action to take flight or to land if they were already flying.

Demons

Demons are agents of Satan, created to spread sin across the Material Plane and to torment the souls that populate Hell. Demons vary wildly, but usually fall into a category based on what sin they are created to spread or torment mortals for committing. Satan usually has no bearing on when a demon comes to be, but he does have the ability to create them for his purposes. That being said, all the demons of Hell are the eternal servants of Satan, and they can never do anything outside of their purpose without his direct permission. Members of the H&H initiative are a loose exception to this rule.

Stat Bonuses: Demons exude raw strength in both their physique and their aggressive personalities. As such, they get +1 in both Power and Charisma.

Aversion to Heaven: Demons cannot willingly enter the Heavenscape except by special means and, if they are forced to enter the Heavenscape, their ability granted to them by the Sin Bonus feature ceases to function.

Horned & Tailed: On the Hellscape, a demon sprouts both a set of sharp horns and a tail. While these are out, a Demon gains the ability to attack with their horns as a Primary Action that deals 2 plus the character’s Power attribute in damage. Their tails give them additional balance. While on the Hellscape, a demon adds an additional six sided die to any rolls they make to resist effects that would knock them Prone or that would forcefully change their zone against their will.

Sin Bonus: Demons also gain an extra ability based on what sin they are made to spread or torment mortals for committing.

Lust: Lust demons are even more persuasive than their fellows. Add an additional six sided die to any non-combat roll you make that involves Charisma and also to rolls made to resist charming effects.

Gluttony: Gluttony demons are extra hearty. Reduce any physical damage you take by 1 and gain 1 additional health point for each level you possess.

Greed: Greed demons are reluctant to lose what they have. Reduce the SP cost of any ability you use by 1 (to a minimum of 1).

Sloth: Sloth demons are slow, but this gives them the benefit of caution. Reduce your initiative by 2, but any roll made to resist an effect (this does not include dodging or defending against attacks) adds an additional six sided die.

Wrath: Wrath demons are even stronger than their brethren. Add 2 to any damage you deal with melee attacks.

Envy: Envy demons are stealthy and take every advantage they can. Add an additional die to any stealth roll you make, and add 1 to the threshold of any effect you create that will apply a status effect to an enemy.

Pride: Pride demons are out to prove their superiority to their allies, and they thrive on that feeling. At the beginning of combat, restore 1 HP and 1 SP for every ally participating in it.

Humans

Humans are highly adaptive creatures that strive to advance themselves in every way imaginable. They are as varied in their beliefs and customs as they are in individual morals and abilities. Every human is unique, but they do share a few common characteristics as they were created in God’s image.

Stat Bonuses: Humans generally have a very powerful drive to live, but otherwise they are as varied as the seasons. Humans add +1 to their Willpower, and they add +1 to two other attributes of their choice.

Heavily Rooted: Humans are well-bonded to the Earthscape, as they were never meant to leave it with their physical bodies intact. Any checks that a human makes to resist being forced to a plane other than the Earthscape against their will gain an additional six sided die.

Home Advantage: Humans have lived on the Earthscape since they were created. Not having to be troubled by travel to the Heavenscape or Hellscape, humans have quite a knack for their surroundings. Humans add 1 to any roll they make while on the Earthscape.

Choosing a Profession

At this point I’m sure you’re wondering: What, other than my choice of stats, makes me different from other angels/demons/humans? Well, here you are, my friend! Each race gets a unique selection of professions that reflect what they have been created for (or have chosen to do, as is the case with humans).

Angelic Professions

Valkyr: Some angels are created to do complex tasks, some to carry God’s word. The Valkyr are not those angels. Led by the archangel Micheal in Revelations, and referenced constantly in Norse mythology, many angels are created expressly for the purpose of combat. A Valkyrie excels in the use of melee and ranged attacks, the use of their wings, and assessing foes.

Messengers: Messenger angels are just that: they carry God’s word to where it must go. Messengers are quick, have excellent memory, and are often granted exemplary divine power to prove their angelhood. They are often misinterpreted as being favored in God’s eyes, which can lead to an inflated ego. Messengers excel at feats of speed, and they have a plethora of spiritual powers, including protecting allies from harm and summoning rays of divine light to harm foes.

Spirit Guides: When a mortal has strayed too far from God’s plan, a Spirit Guide may materialize to come to their aid. Spirit Guides are some of the most benevolent beings on the planes, even by angelic standards. Spirit Guides excel at healing and have greater control over their helpers (described later).

Demonic Professions

Tyrants: When a mortal descends into hell, they are immediately assigned to a torturer demon that will devise what their time in hell will consist of. These torturers are the Tyrants, masters of torment. Tyrants, due to their roles in the Hellscape, are required to learn as many methods of inflicting pain on others as they possibly can. Tyrants excel at dealing damage over time, doing both physical and soul damage, and finding the weaknesses of their enemies.

Manipulators: Oftentimes, Satan needs to create a demon for the express purpose of tempting a mortal (or mortals) to spite God in some way unique to the other sins. For this purpose, he creates a Manipulator; a master of deception that can use his guile to sway even the strongest of will, and who is granted a small fraction of Satan’s might to further prove the strength of his dark gifts. Manipulators excel at charming enemies, and they are gifted with the ability to conjure hellfire and bolster their allies.

Sin Spreaders: The most common type of demon, a Sin Spreader (sometimes called a Corruptor) does as their name implies; they go about making sin a simple and easy alternative to a holy life. Though they are simple, they are likely the most important of Satan’s legions since they are the instruments of his rebellion against God. Sin Spreaders excel at debilitating foes and, much like Spirit Guides, they have greater control over their helpers.

Human Professions

Alchemists: The only available profession for a human is an alchemist, as they are the only ones that truly stand a chance in the conflicts among the creatures of the other planes. That being said, Rituology offers Alchemists a plethora of ways to simulate the abilities of angels and demons as well as ways to observe and defend against them. They also have a tendency to go beyond the normal parameters, giving them a unique power that even the otherworldly creatures cannot hope to achieve. There are two primary types of alchemists: Theologists and Demonologists

Theologists: A theologist primarily studies Rituology tied to the Heavenscape. Theologists use their technologies to summon divine light, heal, and protect others from harm. Along their paths, they have also stumbled upon an ancient alchemical secret: the Elixir of Life. It does not grant immortality, but it does have the capability to revive the dead.

Demonologists: A demonologist primarily studies Rituology tied to the Hellscape. As such, their technologies give them the ability to summon hellfire, bolster allies, and debilitate enemies. Their greatest ability, however, may be their ability to yield control over their sparks that they once discarded (described later).

Valkyrie

Level 1

Art of War, Valkyr Weapon

Level 2

Specialized Training

Level 3

Attribute Increase

Level 4

Know Thy Enemy

Level 5

Flight of the Valkyr

Level 6

Attribute Increase

Level 7

Valkyr Weapon Improvement

Level 8

Chooser of the Slain

Level 9

Attribute Increase

Level 10

Blessings of Micheal

Stats: Valkyr need either a high Power attribute or a high Agility attribute depending on which weapons they wish to use. Willpower should be a close second, followed by Spirit.

HP: Valkyr get HP equal to 5 plus their Willpower attribute every level.

SP: Valkyr get SP equal to 2 plus half their Spirit attribute (rounded down, minimum 1) every level.

Art of War: At first level, a Valkyrie must choose if they are trained as part of the Ancient or Modern Valkyr.

Ancient: Ancient Valkyr are trained in the use of the weapons of old, such as swords, bows, and spears. Ancient Valkyr may use shields as well as their normal weapons, which let them add 1 to any rolls made to resist damage or avoid attacks

Modern: Modern Valkyr are trained to use the weapons of the present, such as tactical knives, small arms, and long arms. Modern Valkyr know the tactics of the past and present, giving them an additional 1 to any accuracy roll they make.

Valkyr Weapon: Starting at first level, a Valkyrie, as a Secondary Action, may spend 1 SP to summon any weapon associated with their Art of War type, which may be ranged or melee. As a Primary Action, a Valkyr may attack with these weapons. Melee weapons summoned in this way deal 3 plus the Valkyrie’s Power in physical damage, and ranged weapons deal 1 plus the Valkyrie’s Agility in physical damage. A Valkyrie may only have one Valkyr weapon summoned at a time. As a Secondary Action on any turn after summoning it, a Valkyrie can dismiss their Valkyr Weapon without spending any additional SP.

Specialized Training: Starting at second level, a Valkyrie begins to specialize with a preferred type of weapon(s), gaining additional benefits while using said weapon(s).

Viking: Viking Valkyr have an increased control over their enemies, using forceful blows to change their positions. After hitting a target with a melee attack, a Viking Valkyrie may spend 1 SP to make a Power vs. Power or Agility (target’s choice) Check. If the Viking Valkyrie is successful, they knock the target prone. If they spend 3 SP, they may attempt to force the target to move to another zone of the Acies Battlefield. The same contest is made, but if the Valkyrie is successful they choose an adjacent zone to force the target into.

Bolt: Bolt Valkyr enchant their ranged weapons with bolts of divine lightning, striking at the very souls of their targets. After hitting a target with a ranged attack, a Bolt Valkyrie may spend up to 3 SP to deal additional soul damage equal to the amount of SP spent.

Defender: Defender Valkyr know the value of defence and also the benefits of teamwork. As a Secondary Action on their turn, a Defender Valkyrie may spend 2 SP and designate an ally they wish to watch over. If that ally is the target of an attack by an enemy before your next turn, you interpose yourself between attacker and target, becoming the new target of the attack and reducing any damage you would take from said attack by 2.

Attribute Increase: At third level, and every three levels following, a Valkyrie may increase any two different attributes of their choice by 1.

Know Thy Enemy: Starting at fourth level, a Valkyrie begins to better understand the capabilities of their foes. Whenever a Valkyrie senses a creature’s aura, they may spend SP to find out if that creature is greater, equal, or lesser to the Valkyrie in terms of levels (if any), Power, and Agility. The cost is 1 SP for each trait the Valkyrie wishes to know.

Flight of the Valkyr: Starting at fifth level, Valkyr begin have better control over their wings in combat, and the Valkyr become strong enough to manifest their wings while on the Earth- and Hellscapes. While on the Heavenscape, a Valkyrie may choose to take flight or land at any time during their turn at no action cost. On the Earthscape, a Valkyrie may manifest their wings by spending 2 SP as a Secondary Action. Their wings last for 10 rounds when manifested in this way. On the Hellscape, a Valkyrie may manifest their wings by spending 4 SP as a Secondary Action. Their wings last for 5 rounds when manifested in this way. Finally, while flying, a Valkyrie may attack twice instead of once with their Valkyr Weapon on their turn as part of the same Primary Action.

Valkyr Weapon Improvement: Starting at seventh level, the weapons manifested by the Valkyr Weapon ability gain additional benefits. Upon hitting with their Valkyr Weapon, a Valkyrie may do an additional 2 points of physical damage. Additionally, they may summon up to two Valkyr Weapons total and may choose with which they attack.

Chooser of the Slain: The Valkyr are said to govern the fates of those in battle and whether they should live or die. At eighth level, the Valkyr better embody this legend. Whenever a Valkyrie uses their Know Thy Enemy ability, they can also determine a creature’s Spirit, Willpower, and Charisma. If a Valkyrie uses Know Thy Enemy to determine every attribute of a creature, they may add an additional six sided die to their roles to attack that creature and to contests made against that creature. This lasts until the creature dies or the creature permanently gains or loses points in any attribute.

Blessings of Micheal: At tenth level, a Valkyrie has proven themselves as worthy to join the chosen few who work directly under the archangel Micheal, and with this come the benefits of prestige. Micheal grants each of his chosen access to his personal armory as well as personal training in flight and fighting against demons. Starting a tenth level, a Valkyrie adds 4 physical damage instead of 2 when striking with their Valkyr Weapons. When they wish to manifest their wings outside of the Heavenscape, it costs no SP and they last until they are dismissed as a Secondary Action. Finally, the Valkyrie may add one six sided die to attack rolls and contests made against demons.

Messenger

Level 1

Speedy Courier, Rays of the Divine

Ray Damage: 2

Level 2

Protective Halos

2

Level 3

Attribute Increase

2

Level 4

Memoria Aeterna

3

Level 5

Split Rays

3

Level 6

Attribute Increase

3

Level 7

Nimbus of Light

4

Level 8

Protective Halos Improvement

4

Level 9

Attribute Increase

4

Level 10

Blessings of Gabriel

5

Stats: The most important attribute for Messengers is Spirit, followed closely by Agility and Willpower.

HP: Messengers get HP equal to 3 plus half their Willpower (rounded down, minimum 1) every level.

SP: Messengers get SP equal to 4 plus their Spirit attribute every level.

Speedy Courier: Messengers are known for being the fastest angels on the Heavenscape, and they must be to carry God’s messages across the planes. A Messenger may change the zone they are on at no action cost once per turn. Going to another zone more than once costs Movement Actions as normal. Messengers are also the only angels capable of willingly going to the Hellscape, but at the same detriment as other angels.

Rays of the Divine: Starting at first level, Messengers are able to summon rays of divine light to attack their foes and to display their powers to mortals. As a Primary Action on their turn, a Messenger may spend 1 SP to make a ranged attack using their Spirit against a target in their current zone. On a hit, the target takes 2 plus your Spirit attribute in soul damage. The base damage of this ability increases with your level, as shown in the Ray Damage column of the Messenger Table.

Protective Halos: Beginning at second level, Messengers learn how to protect their allies using their golden halos. As a Secondary Action on their turn, a Messenger may spend 2 SP to give an ally in the same zone a halo. While an ally has a halo, they reduce the physical damage they take by 2. The Messenger may allow an ally to keep a halo for any number of rounds, but the Messenger must spend 1 SP per round to do so and any one creature can only have one halo from one Messenger at a time. The Messenger may have any number of halos out at any given time, but they spend SP as normal when they summon and maintain each one. If any halos remain at the end of a combat, they disappear and the Messenger regains 1 SP for each.

Attribute Increase: At third level, and every three levels following, a Messenger may increase any two different attributes of their choice by 1.

Memoria Aeterna: Starting at fourth level, your mind is like a steel trap. A Messenger can flawlessly recall anything and everything, and they may spend 2 SP to add an additional six sided die to contests to resist effects that would charm them.

Split Rays: Starting at fifth level, Messengers may summon multiple rays when they use their Rays of the Divine feature. When they hit a creature with a ray, they may spend 8 SP to fire a second ray as part of the same Primary Action, resolving it as a separate attack.

Nimbus of Light: Starting at seventh level, the Messengers gain further control over divine light. If the Messenger is ever in an area of darkness, they may choose to glow brightly by spending 2 SP as a Secondary Action, and maintaining the effect by spending 1 SP every round (or every minute outside of combat). For all intents and purposes, this light counts as sunlight. As a Primary Action during combat, if the Messenger is already glowing, they may choose to use 10 SP to expel their glow in a violent burst. The Messenger initiates a Contest with every creature in the zone the Messenger is on, as well as any creature that can see into that zone in any way. The Messenger uses Spirit for this contest, while every defending creature must use either Agility (to cover their eyes), Willpower, or Body (to resist the effect as it is) or be Blinded. At the end of a Blinded creature's turn, they may attempt a threshold 16 Check using Willpower or Body. On a success, they are no longer Blinded.

Protective Halos Improvement: Honing the craft of halos is no easy task, but the Messengers make it look as simple as wearing one. Starting at eighth level, when a Messenger gives an ally a halo using their Protective Halos feature, the creature reduces all of the physical damage they take by 4 rather than 2. They also reduce the soul damage they take by 1. Additionally, summoning the halos only costs 1 SP, and you may summon up to two halos with one Secondary Action (spending SP as normal for each).

Blessings of Gabriel: The archangel Gabriel is most often cited as God’s messenger, as his contributions were some of the most important in the Bible. As such, he is the golden standard. He is charged with training his fellows in the arts of being a perfect Messenger. Starting at tenth level, Messengers may move to any zone on the battlefield, including the Hellscape, on their turn at no action cost. Another benefit of their increased speed allows them to add an additional six sided die in checks to dodge attacks. Finally, Nimbus of Light has no SP cost (except when expelling the light), and your Protective Halos feature blocks physical damage and soul damage equally. However, if an ally is affected by both soul and physical damage, the ally must choose which they will reduce.

Spirit Guide

Level 1

Holy Healer, Hearty Helpers

Level 2

Unfaltering Intuition

Level 3

Attribute Increase

Level 4

Staunch Allies

Level 5

Cleansing Presence

Level 6

Attribute Increase

Level 7

Foresight

Level 8

Fated Companions

Level 9

Attribute Increase

Level 10

Blessings of Raphael

Stats: A Spirit Guide’s most important attribute is Spirit, followed closely by Willpower.

HP: Spirit Guides get HP equal to 3 plus their Willpower attribute every level.

SP: Spirit Guides get SP equal to 2 plus their Spirit Attribute every level.

Holy Healer: Spirit Guides are most well known for their healing ability. Starting at first level, a Spirit Guide may spend SP as a Primary Action to heal an ally in their same zone. The healing is equal to 2 HP for every SP spent, but the SP spent may equal no more than your level.

Hearty Helpers: A Spirit Guide gains the addition of a second helper, which can take the form of either an imp or a cherub. Additionally, a Spirit Guide’s helpers may willingly inhabit the Earthscape for an indefinite amount of time without needing to return to their home plan to rest. Finally, a Spirit Guide’s helpers gain additional health points equal to the Spirit Guide’s Spirit attribute.

Unfaltering Intuition: Spirit Guides are created to literally guide mortals to live Godly lives. As such, their predictions and observations are often spot-on. Starting at second level, a Spirit Guide may make a Spirit Check (with a threshold decided upon by the GM) to determine if course of action will produce good results, bad results, both, or neither. It is up to the GM how much information is revealed if this check is successful. Additionally, a Spirit Guide adds one additional six sided die to Spirit Checks made to sense a creature’s aura.

Attribute Increase: At third level, and every three levels following, a Spirit Guide may increase any two different attributes of their choice by 1.

Staunch Allies: A Spirit Guides helpers are not only tougher than their typical counterparts, they are also more fiercely loyal. Starting at fourth level, a Spirit Guide’s helpers add an additional six sided checks to resist being charmed, frightened, or otherwise have their mental state changed.

Cleansing Presence: Spirit Guides slowly enhance their healing prowess over time, leading to advances in what their power can achieve. Starting at fifth level, Spirit Guides may end negative status effects on their allies. By spending SP as a Secondary Action, a Spirit Guide may end any one of the following effects on an ally that is in their same zone (the cost in SP is noted in parentheses): Blinded (4 SP), Charmed (3 SP), Grounded (2 SP), Poisoned (3 SP), Weakened (3 SP)

Foresight: As their power increases, Spirit Guides become seers and oracles of fate. Whenever a Spirit Guide uses their Unfaltering Intuition feature, they add an additional six sided die to their Spirit Check. Additionally, they may spend 5 SP to learn finer details of their prediction. The details given are still up to the GM, but they should be substantial in some way. Finally, a Spirit Guide may automatically sense a creature’s aura, no check required.

Fated Companions: At eighth level, a Spirit Guide’s helpers have grown almost into fully fledged angels or demons themselves. The Spirit Guide’s helpers have all of their attributes equal to the Spirit Guide’s. Additionally, the Spirit Guide may use their Holy Healing and Cleansing Aura abilities as if they were in their helpers’ zones.

Blessings of Raphael: Raphael, the archangel of healing, has taken it upon himself to teach the Spirit Guides how best to use their powers once they have done their primary duty of guiding the mortal whose need created them. Once they are under his wing, so to speak, his aura of good will and positive energy bolsters a Spirit Guide’s powers. Starting at tenth level, when a Spirit Guide uses their Holy Healing ability, they may use SP equal to double their level. Additionally, they may spend 5 SP as a Secondary Action to send their helpers from their home zone to the Earthscape, or vice versa. Finally, the SP costs of their Cleansing Presence ability are reduced by 1 (to a minimum of 1).

Tyrant

Level 1

Infernal Weaponry

Level 2

Pain Tolerance

Level 3

Attribute Increase

Level 4

Hellish Visage

Level 5

Sensus Infirmitatem

Level 6

Attribute Increase

Level 7

Infernal Creativity

Level 8

Brimstone Resilience

Level 9

Attribute Increase

Level 10

Boons of Abbadon

Stats: The most important attribute for a Tyrant is Power, followed closely by Spirit and Willpower.

HP: A Tyrant gets HP equal to 4 plus their Willpower attribute every level.

SP: A Tyrant gets SP equal to 4 plus half their Spirit attribute (rounded down, minimum 1) every level.

Infernal Weaponry: In addition to the power to custom-make each tortured soul’s punishment, Satan gives each of his Tyrants two standard weapons – the Festering Dagger and the Whip of Suffering. Starting at first level, as a Primary Action, a Tyrant may make an attack with either of these weapons using Power. The Festering Dagger deals the Tyrant’s Power in physical damage, and the Whip of Suffering deals the same amount in soul damage. Additionally, the Whip of Suffering ignores the Flying status effect for the purpose of being used against Flying creatures. After hitting a target with either, the Tyrant may spend 1 SP to deal additional damage. The damage is equal to your level in whatever type of damage the Tyrant dealt initially. On the Tyrant’s following turns, they may continue spending 1 SP at no action cost to continue dealing that damage. This ongoing damage does not stack with itself, and the target cannot be taking ongoing physical and spirit damage at the same time. Any number of creatures can take this damage over time, but the SP cost is as normal (if two creatures are taking this damage every turn, the cost is 2 SP. For three creatures, the cost is 3 SP, etc.).

Pain Tolerance: As they gain power Tyrants become numb to suffering as they have far too much experience with it. Starting at second level, Tyrants reduce all damage they take by 1.

Attribute Increase: At third level, and every three levels following, a Tyrant may increase any two different attributes of their choice by 1.

Hellish Visage: Starting at fourth level, Tyrants gain better control over their demonic features. While on the Hellscape, a Tyrant’s horns deal an additional 2 soul damage, and they may use a Secondary Action to initiate a Power Contest against an enemy of their choice. On a success, they trip that enemy with their tail. While on the Earth- or Heavenscape, a Tyrant may spend 1 SP as a Secondary Action to manifest their horns and tail. Additionally, while their horns and tail are out, a Tyrant adds an additional six sided die to any non-combat check they make to intimidate an angel or human.

Sensus Infirmitatem: Tyrants understand that the greatest weapon against an enemy is what will kill them the fastest, and they are adept at sensing what that is. Starting at fifth level, a Tyrant may discern additional details about a creature when sensing their aura. By spending 5 SP, a Tyrant may select physical or soul damage. When they make that decision, they find out if the creature is harmed less or more by that damage type and how much they reduce or increase that damage when it is used against them. This information is permanently available to the Tyrant. 

Infernal Creativity: Tyrants learn a plethora of techniques to supplement their Infernal Weaponry. Starting at seventh level, as a Secondary Action when a Tyrant hits a human with their Festering Dagger, they may spend 4 SP to initiate a Spirit vs. Body Contest. On a success, the human is Poisoned. While a human Poisoned in this way, the Tyrant adds 2 to any damage they deal with their Festering Dagger and the human may attempt to end the Poisoned status effect by making a threshold 14 Body Check. Additionally, when a Tyrant hits an angel with their Whip of Suffering, they may spend 4 SP to initiate a Spirit vs. Power or Agility (target’s choice) Contest. On a success, the angel is Grounded. While an angel is Grounded in this way, the Tyrant adds 2 to any damage they deal with their Whip of Suffering and the angel may attempt to end the Grounded status effect by making a threshold 14 Power or Agility Check (angel’s choice). The additional damage provided by this ability is not added to the damage over time of these weapons.

Brimstone Resilience: At this level of power, Tyrants have inflicted enough suffering to ignore it even further. Tyrants reduce all of the damage they take by an additional 2, to a total of 3.

Boons of Asmodeus: Asmodeus, King of the Abyss, is the ultimate being of torment besides Satan himself. Tyrants who prove themselves in his eyes, usually by breaking the spirits of the living as well as the dead, are given even greater power. Starting at tenth level, a Tyrant may increase the passive damage of their Infernal Weaponry by 2. While outside of the Hellscape, the Tyrant may manifest their horns and tails at no SP or action cost at any time on their turn, and their horns deal an additional 2 soul damage on every plane. Finally, if a Tyrant previously used their Sensus Infirmitatem feature to determine the physical and soul damage information of a creature, they add an additional 2 damage to the attacks they make with the Festering Dagger and Whip of Suffering against that creature.

Manipulator

Level 1

Summon Hellfire, Silver Tongue

Hellfire Damage: 2

Level 2

Abyssal Strength

2

Level 3

Attribute Increase

2

Level 4

Charming Words

3

Level 5

Spreading Flame

3

Level 6

Attribute Increase

3

Level 7

Dominate Will

4

Level 8

Abyssal Strength Improvement

4

Level 9

Attribute Increase

4

Level 10

Boons of Mephistopheles

5

Stats: The most important attribute for a Manipulator is Charisma, followed closely by Spirit then Willpower.

HP: A Manipulator gets HP equal to 2 plus their Willpower attribute.

SP: A Manipulator gets SP equal to 3 plus their Spirit attribute, plus half their Charisma attribute (rounded down, minimum 1).

Summon Hellfire: Satan’s most specialized minions, the Manipulator’s are given the gift of summoning fire from Hell itself to prove their strength to potential deal makers. Starting at first level, a Manipulator may spend 1 SP as a Primary Action to make a ranged attack using their Charisma to burn their enemies. On a hit, it deals 2 plus their Charisma attribute in soul damage. The base damage of this ability increases with your level, as shown in the Hellfire Damage column of the Manipulator Table.

Silver Tongue: Manipulators are the origin of the term “gift of gab,” and they have ways of finding what tempts mortals most. Also starting at first level, a Manipulator adds half their Charisma attribute (rounded down) again to any non-combat Charisma roll. Additionally, if they sense a human’s aura and they are not an Alchemist, they may spend 2 SP to also know the human’s greatest desire.

Abyssal Strength: Manipulators are not just persuasive blasphemers. They can alter the bodies of their allies just as easily as the minds of their foes. Starting at second level, a Manipulator may spend 2 SP as a Secondary Action to wreathe an ally in black flame. While covered in this flame, an ally deals 2 additional soul damage any time they deal damage. While this ability is active on an ally, the Manipulator may spend 1 SP on each of their following turns to keep the effect going. An ally can only be affected by this ability from one Manipulator, and it cannot stack with itself. A Manipulator may do this with multiple allies, each activated and maintained at the normal cost in SP. If the Manipulator wishes to end the effect, they may do so at any time during their turn. If any allies are wreathed in flame at the end of a combat, the flames die out and the Manipulator gains back 1 SP for each flame that was active when the combat ended.

Attribute Increase: At third level, and every three levels following, a Manipulator may increase any two different attributes of their choice by 1.

Charming Words: Starting at fourth level, the Manipulator’s honeyed words become supernaturally convincing. By spending 2 SP as a Secondary Action, a Manipulator may initiate a Charisma vs. Willpower or Spirit (target’s choice) contest against a creature that can hear them or an enemy in combat. If the Manipulator has dealt damage to that enemy within the last hour (or on their previous turn in combat), the creature may add an additional six sided die to their side of the contest. On a success, the creature is Charmed by the Manipulator. When an enemy is charmed in this way in combat, the Manipulator adds 1 to the damage of their Summon Hellfire ability’s attack.

Spreading Flame: At this level of power, Satan specializes his Manipulators to better suit the purpose he has in mind for them. At fifth level, a Manipulator must choose to be a Fire Baron, a Charm Speaker, or an Infernal Enchanter.

Fire Baron: Fire Barons are the foremost in Satan’s ranged combatants, burning fields worth of enemies in short amounts of time. A Fire Baron Manipulator may, after hitting with their Summon Hellfire attack, spend 10 SP to use it again as part of the same Primary Action.

Charm Speaker: Charm Speakers are the greatest asset of Satan’s intrigue operations, able to persuade even the most stubborn that their place is at his side. When a Charm Speaker Manipulator uses their Charming Words ability, they may spend 3 SP instead to target an additional creature. Resolve contests separately. Additionally, a Charm Speaker Manipulator adds 1 to the damage of their Summon Hellfire attack for every enemy that is Charmed by them in a combat, instead of a maximum of 1.

Infernal Enchanter: Infernal Enchanters transform their allies into engines of pure destruction. Infernal Enchanter Manipulators may activate their Abyssal Strength feature for only 1 SP, and they may activate it with 2 SP to target an additional ally. The upkeep of this ability is at the same cost (1 SP per ally that gains the effect).

Dominate Will: Sometimes it is necessary to completely control a creature to pursue certain goals. It may not count for making deals, but it is a means to an end. Starting at seventh level, whenever a Manipulator uses their Charming Words ability they may spend an additional 8 SP to attempt to dominate the target. On a success, the creature obeys anything the Manipulator wishes. When a creature is Charmed in this way, they may attempt a threshold 14 Willpower or Spirit Check to end the condition at the end of their turns or after doing an action they would not normally do (i.e. after being forced to attack an ally). 

Abyssal Strength Improvement: Manipulators learn the finer details of a creature’s strength as they grow in power. Starting at eighth level, a creature under the effects of a Manipulator’s Abyssal Strength feature gains an additional 2 soul damage to their damage, to a total of 4.

Boons of Mephistopheles: Mephistopheles is one of Satan’s most iconic minions, as he was the agent that was sent to Faust to bargain for a long life at the price of his soul. Manipulators look up to him as the finest in the craft of persuasion, and those who show a particular talent are known as his Silver Agents. Starting at tenth level, a Manipulator’s Charming Words and Dominate Will features SP costs are reduced by 1. When a creature is hit by the Manipulator’s Summon Hellfire ability, they begin to take 1 physical damage every turn. This goes on until the end of combat, but may not affect a single enemy more than once. Finally, creatures affected by the Manipulator’s Abyssal Strength feature may choose whether the extra damage is physical or soul damage each time they deal damage.

Sin Spreader

Level 1

Blasphemous Curse, Violent Assistants

Level 2

Cardinal Sin

Level 3

Attribute Increase

Level 4

Spies of the Cosmos

Level 5

Draining Touch

Level 6

Attribute Increase

Level 7

Murderous Minions

Level 8

Sap Spirit

Level 9

Attribute Increase

Level 10

Boons of Belial

Stats: The most important attribute for a Sin Spreader is Spirit, followed closely by Willpower. If they have an imp (or imps) as their helper(s), they can also benefit from a high Power or Agility attribute.

HP: A Sin Spreader gets HP equal to 2 plus half their Willpower attribute (rounded up) every level.

SP: A Sin Spreader gets SP equal to 4 plus their Spirit attribute every level.

Blasphemous Curse: Sin Spreaders treat sin like an airborne disease, easily spread and quickly debilitating. Starting at first level, a Sin Spreader may spend 3 SP as a Primary Action on their turn to initiate a Spirit vs. Willpower or Spirit (Sin Spreader’s choice) Contest. On a success, the target is Weakened. At the end of a Weakened target’s turn, they may attempt a threshold 14 Willpower or Body Check. On a success, the target is no longer Weakened.

Violent Assistants: Sin Spreaders gain the assistance of another helper, which may take the form of a cherub or imp. Starting at first level, a Sin Spreaders helpers may willingly inhabit the Earthscape for an indefinite amount of time with no need to return to their home plane to rest. Additionally, a Sin Spreaders minions deal 1 additional damage.

Cardinal Sin: Starting at second level, a Sin Spreader better embodies the sin of their demonic heritage and gains additional benefits based on what kind of demon they are.

Lust: If the Sin Spreader is a Lust Demon, their offers of earthly pleasure are extremely alluring. Targets affected by their Blasphemous Curse ability are also Charmed by them.

Gluttony: If a Sin Spreader is a Gluttony Demon, their helpers learn how to sup on blood to restore energy. After their helpers deal physical damage to an enemy, they may restore 2 HP if they are missing any.

Greed: If a Sin Spreader is a Greed Demon, they learn how to further take from those they curse, leaving them even worse off. Targets affected by their Blasphemous Curse ability who gain HP in any way also heal the Greed Demon by half the amount (rounded down, minimum 1).

Sloth: If a Sin Spreader is a Sloth Demon, they learn how to impose their lethargy onto others instead of suffering it themselves. At the beginning of a combat, a Sloth Demon ignores their minus 2 to initiative and instead forces every enemy in the combat to reduce their initiative by 2.

Wrath: If a Sin Spreader is a Wrath Demon, they learn how to supplement their curses with further suffering. Targets affected by their Blasphemous Curse ability take 1 physical damage each turn while they are Weakened.

Envy: If a Sin Spreader is an Envy Demon, they learn how to further enhance their helpers as extensions of themselves. If an enemy is affected by their Blasphemous Curse ability, an Envy Demon’s helpers deal an additional 1 damage to the Weakened target.

Pride: If a Sin Spreader is a Pride Demon, they learn how to bolster their own resolve as they weaken their foes. When a target is affected by their Blasphemous Curse ability, a Pride Demon reduces all of the damage they take by 1 while the target is Weakened.

Attribute Increase: At third level, and every three levels following, a Sin Spreader may increase any two different attributes of their choice by 1.

Spies of the Cosmos: A Sin Spreader’s helpers are extremely skilled creatures that prove their worth in and out of combat. Starting at fourth level, a Sin Spreader’s helpers may willingly inhabit any plane for an indefinite amount of time with no need for rest on their home plane. This ability allows cherubs to inhabit the Hellscape without dying. Additionally, a Sin Spreader’s helpers gain an additional ability based on what kind of helper they are.

Cherub: If their helper is a cherub, the Sin Spreader’s helper learns to touch the hearts of others in a far more degraded way. When the cherub hits a creature with their bow attack, they may forgo the damage and attempt to Frighten the target. This effect is otherwise identical to the cherub’s Charming Bow ability. Additionally, a Sin Spreader’s cherub is immune to the Grounded effect.

Imp: If their helper is an imp, the Sin Spreader’s helper becomes exponentially stealthier. As a Primary Action on the imp’s turn, they may turn invisible, which forces the Sin Spreader to expend 3 SP. All enemies targeting an invisible imp in combat are considered Blinded. This invisibility lasts until the imp dismisses it as a Secondary Action or until they take damage. Additionally, a Sin Spreader’s imp is immune to the Weakened effect.

Draining Touch: The touch of a Sin Spreader becomes just as corrupting as their abilities. Starting at fifth level, a Sin Spreader may spend 6 SP as a Secondary Action to make a melee attack scaling with Spirit against any creature that is affected by a negative status effect. If the attack is successful, it deals 1 plus their Spirit in soul or physical damage (chosen by the Sin Spreader when it is dealt). The Sin Spreader then takes half of that damage (rounded up) as recovered HP.

Murderous Minions: Starting at seventh level, a Sin Spreader’s helpers border the power of many angels and demons. Their helpers attributes are now equal to the Sin Spreader’s. Additionally, any damage they deal is increased by 1 to a total of 2. 

Sap Spirit: Sin Spreaders steadily become naturals at making others weak and simple, but a finer art is stealing away effects that make others stronger. As a Secondary Action on their turn, a Sin Spreader can spend 6 SP to end one positive effect on an enemy. The positive effects that can be ended in this way include a Messenger’s Protective Halos and a Manipulator’s Abyssal Strength. When they end one of these effects, they may place them on one of their helpers regardless of what zone they are in. Once they do so, they must spend SP to maintain the effect as normal as if they had initiated it.

Boons of Belial: Belial is a demon of ancient power and a rebel to God’s will, much like Satan himself. He is the first and last mentor to each Sin Spreader, giving them the basics of their duty and fine-tuning their abilities when they prove themselves worthy of further power. Starting at tenth level, the Sin Spreader may add an additional six sided die to their side of the contest when using their Blasphemous Curse ability and the threshold to end the Weakened condition imposed by that ability becomes 16 instead of 14. Additionally, the Sin Spreader’s helpers may add an additional 1 to their damage, to a total of 3.

Alchemist: Theologist

Level 1

God’s Head, Theoscope, Angel Emulator

Level 2

Angelus Hominum

Level 3

Alchemist Attribute Increase

Level 4

Heavenscape Translocator, Earthbinder

Level 5

Emulate II

Level 6

Alchemist Attribute Increase

Level 7

Forged Halo

Level 8

Emulate III

Level 9

Alchemist Attribute Increase

Level 10

Elixir of Life

Stats: The most important attribute for a Theologist is depends on what angelic abilities they would like to emulate, but it benefits them greatly to have good Body and Willpower. Spirit follows these attributes closely.

HP: A Theologist gets HP equal to 4 plus their Willpower attribute every level.

BP: A Theologist gets BP equal to 2 plus their Body attribute every level.

SP: A Theologist gets SP equal to 3 plus their Spirit attribute every level.

God’s Head: The very first of the advances of Rituology, the God’s Head allows a creature to communicate across the planes. A Theologist may have a number of God’s Heads equal to their Spirit attribute, and any creature with a God’s Head may communicate with any other creature using a God’s Head, as long as they are both from the same Theologist.

Theoscope: The second of the advances of Rituology, the Theoscope allows a Theologist to peer into the other planes. Literally speaking, a Theoscope allows a Theologist to look into either of the other planes from their position on their plane.

Angel Emulator: Starting at first level, a Theologist chooses a type of angelic profession they wish to emulate with their technologies. A Theologist must choose the Valkyr, the Messengers, or the Spirit Guides.

Valkyr: If a Theologist chooses the Valkyr, they may summon a holy weapon. They gain the Valkyr Weapon ability of a Valkyrie.

Messengers: If a Theologist chooses the Messengers, they may make attacks with rays of divine light. They gain the Rays of the Divine ability of a Messenger. The damage scales with level as shown in the Ray Damage column of the Messenger Table.

Spirit Guides: If a Theologist chooses the Spirit Guides, they may conjure healing energy to assist allies. They gain the Holy Healer ability of a Spirit Guide.

Angelus Hominum: The Angelus Hominum, what is essentially a jet pack, is one of the Theologists’ attempts to further recreate the divinity of the angels. Starting at second level, a Theologist may use their Movement Action to take flight in the same way as an angel can with their Wings ability. Since this is an ability aided by advanced technology, Theologists flying in this way are immune to the Grounded status effect.

Alchemist Attribute Increase: At third level, and every three levels following, a Theologist may increase any three different attributes of their choice by 1.

Heavenscape Translocator: Theologists make strong ties with the Heavenscape, and many have gained the ability to travel there (much to the angels’ anger). Starting at fourth level, a Theologist may use their Movement Action to go from the Earthscape to the Heavenscape, or vice versa.

Earthbinder: The type of Rituology that Theologist studies is useful for fighting angels as well as emulating them. By spending 3 SP as a Secondary Action a Theologist may initiate a Spirit vs. Agility or Power (target’s choice) Contest against a flying target. On a success, the target is Grounded. While a target is Grounded in this way, the Theologist deals an additional 2 damage on attacks and heals an additional 2 points of healing when they heal others (if they are able). A target who is Grounded in this way may attempt a threshold 14 Power or Agility Check to end the Grounded status effect.

Emulate II: At fifth level, a Theologist gains more abilities as they further recreate the power of the divine. Choose the Valkyr, the Messengers, or the Spirit Guides. This choice does not have to be the same as the choice they made for their Angel Emulator ability.

Valkyr: If a Theologist chooses the Valkyr, they begin to emulate a Valyrie’s mastery of flight as well as their combative analytical skill. They gain the Know Thy Enemy and Flight of the Valkyr abilities. If they do not have the Valkyr Weapon ability, they may also increase their Power, Willpower or Agility by 1. If these attributes are already at 7, they may instead choose any attribute of their choice to increase by 1.

Messengers: If a Theologist chooses the Messengers, they begin to emulate the speed and memory of a Messenger. They gain the Memoria Aeterna and Split Rays abilities. If they do not have the Rays of the Divine ability, they gain the Speedy Courier ability instead of the Split Rays ability and may increase their Agility or Spirit by 1. If their Agility and Spirit are already at 7, they may instead choose any attribute of their choice to increase by 1.

Spirit Guides: If a Theologist chooses the Spirit Guides, they begin to emulate the powers of intuition and status cleansing of a Spirit Guide. They gain the Unfaltering Intuition and Cleansing Presence abilities.

Forged Halo: In their quest to wholly recreate angelic power, Theologists have found a way to create golden halos. Starting at seventh level, a Theologist is permanently affected as if they had a halo from the Protective Halos feature of the Messenger. This version of this effect can never be ended and can stack with the Protective Halos feature of a Messenger.

Emulate III: As they continue to study and gain power, Theologists make some of their greatest breakthroughs. Once again, choose the Valkyr, the Messengers, or the Spirit Guides.

Valkyr: If the Theologist chooses the Valkyr, their bodies become temples of physical prowess. They may increase their Power, Agility, and Body by 1. If one (or more) of these attributes are already at 7, they may instead increase a different attribute of their choice by 1 for each attribute they could not increase.

Messengers: If the Theologist chooses the Messengers, they begin to emulate their holy glow as well as furthering their skill. They gain the Nimbus of Light ability and may increase their Agility or Spirit by 1. If their Agility and Spirit are already at 7, they may instead increase an attribute of their choice by 1.

Spirit Guides: If the Theologist chooses the Spirit Guides, they finally gain a helper in the form of a cherub. Additionally, they gain the Hearty Helpers and Staunch Allies abilities, with the exception that they may only have the single cherub provided here instead of a second helper.

Elixir of Life: Finally, after their countless hours of study and ritualistic practice, the most powerful Theologists gain the technologies necessary to create the Elixir of Life, or at least a version of it. Starting at tenth level, the Theologist may spend 10 SP as a Secondary Action to revive an ally who has died or entered a Planar Rest (described later). The Theologist then rolls a Spirit Check that also adds their Willpower attribute. The revived creature gains HP equal to the total of this check.

Alchemist: Demonologist

Level 1

God’s Head, Theoscope, Demon Emulator

Level 2

Cauda Diaboli

Level 3

Alchemist Attribute Increase

Level 4

Hellscape Translocator, Hellspark

Level 5

Emulate II

Level 6

Alchemist Attribute Increase

Level 7

Cauda Diaboli Improvement, Essence of Sin

Level 8

Emulate III

Level 9

Alchemist Attribute Increase

Level 10

Spark Master

Stats: The most important attribute for a Demonologist is depends on what angelic abilities they would like to emulate, but it benefits them greatly to have good Spirit and Willpower. Body follows these attributes closely.

HP: A Demonologist gets HP equal to 2 plus their Willpower attribute every level.

BP: A Demonologist gets BP equal to 4 plus their Body attribute every level.

SP: A Demonologist gets SP equal to 2 plus their Spirit attribute plus half their Charisma attribute (rounded down, minimum 1).

God’s Head: The very first of the advances of Rituology, the God’s Head allows a creature to communicate across the planes. A Demonologist may have a number of God’s Heads equal to their Spirit attribute, and any creature with a God’s Head may communicate with any other creature using a God’s Head, as long as they are both from the same Demonologist.

Theoscope: The second of the advances of Rituology, the Theoscope allows a Demonologist to peer into the other planes. Literally speaking, a Theoscope allows a Demonologist to look into any other plane from their position.

Demon Emulator: Starting at first level, a Demonologist chooses a type of demonic profession they wish to emulate with their technologies. A Demonologist must choose the Tyrants, the Manipulators, or the Sin Spreaders.

Tyrants: If the Demonologist chooses the Tyrants, they gain the power to replicate Satan’s standard issue weaponry. They gain the Infernal Weaponry ability.

Manipulators: If the Demonologist chooses the Manipulators, they gain the power summon hellfire straight from the source. They gain the Summon Hellfire ability. The damage increases with your level, as shown on the Hellfire Damage column of the Manipulator table.

Sin Spreaders: If the Demonologist chooses the Sin Spreaders, they gain the power to curse their enemies. They gain the Blasphemous Curse ability.

Cauda Diaboli: Demonologists strive to better embody the raw power of demons, and feel as though recreating something as simple as their features brings them closer to that goal. Starting at second level, a Demonologist gains a robotic tail, much like a demon on the Hellscape. This tail is much more stable and supporting, however, making it so that the Demonologist is immune to being knocked Prone against their will, and they are immune to effects that would forcefully change their zone.

Alchemist Attribute Increase: At third level, and every three levels following, a Demonologist may increase any three different attributes of their choice by 1.

Hellscape Translocator: Demonologists make strong ties with the Hellscape, and many have gained the ability to travel there. Many demons welcome this when they are not causing trouble (ironically enough), considering it as prey walking into their hellish den. Starting at fourth level, a Demonologist may use their Movement Action to go from the Earthscape to the Hellscape, or vice versa.

Hellspark: Though most Alchemists give up their sparks for the raw power associated with Rituology, Demonologists have found a way to rebind theirs to gain the best of both worlds. Also starting at fourth level, Demonologists gain control over their Hellspark. Their Hellspark is treated as a normal Hellspark which may have an Effective Level no greater than theirs minus 2 (i.e. a Level 5 Demonologist may have a Hellspark of level 3 or lower). Otherwise, the statistics of the Hellspark are unchanged.

Emulate II: At fifth level, a Demonologist gains more abilities as they further recreate the power of hell itself. Choose the Tyrants, the Manipulators, or the Sin Spreaders. This choice does not have to be the same as the choice they made for their Demon Emulator ability.

Tyrants: If the Demonologist chooses the Tyrants, they begin to emulate the resilience and resistance-sensing abilities of the Tyrants. They gain the Pain Tolerance and Sensus Infirmitatem abilities.

Manipulators: If the Demonologist chooses the Manipulators, they begin to emulate the guile and Satanic power of the Manipulators. They gain the Charming Words and Spreading Flame abilities, choosing from the subcategories of the Spreading Flame ability as normal. This choice is, of course, limited by the other abilities that they are already able to use.

Sin Spreaders: If the Demonologist chooses the Sin Spreaders, they begin to emulate the life-draining power of the Sin Spreaders, as well as the power of their helpers. They gain the Draining Touch ability, and their Hellspark may be of an Effective Level equal to no more than their level minus one (i.e. a Level 5 Demonologist who has chosen the Sin Spreaders may have a Hellspark of Level 4 or lower).

Cauda Diaboli Improvement: Demonologists find further use for their robotic tails beyond the typical. Starting at seventh level by spending 5 SP as a Secondary Action, a Demonologist may knock one enemy Prone with their tail.

Essence of Sin: Further advancements in their ritualistic techniques allow Demonologists to emulate the power granted to the different types of demons. Also starting at seventh level, a Demonologist may choose a type of demon from the Sin Bonus ability to emulate. They gain the bonus associated with that type of demon.

Emulate III: As they continue to study and gain power, Demonologists make some of their greatest breakthroughs. Once again, choose the Tyrant, the Manipulators, or the Sin Spreaders.

Tyrants: If the Demonologist chooses the Tyrants, they gain a further tolerance for suffering and a better understanding of how to inflict it. They gain the Infernal Creativity and Brimstone Resilience abilities. If they do not have the Infernal Weaponry ability, instead of gaining the Infernal Creativity ability they may increase both their Power and Willpower by 1. If one (or both) of those attributes are already at 7, they may instead increase an attribute of their choice by 1 for each attribute they were unable to increase.

Manipulators: If the Demonologist chooses the Manipulators, they continue to enhance their enchanting presence. They gain the Dominate Will ability. If they do not have the Charming Words ability, they may instead increase their Spirit, Charisma, and Agility by 1. If one (or more) of those attributes are already at 7, they may instead increase an attribute of their choice by 1 for each attribute they were unable to increase.

Sin Spreaders: If the Demonologist chooses the Sin Spreaders, they further their power-draining strength as well as the raw energy of their sin. They gain the Sap Spirit and Cardinal Sin abilities. The enhanced power gained by the Cardinal Sin ability depends on which type of demon the Demonologist chose to emulate with their Essence of Sin ability.

Spark Master: At the peak of their demonic Rituology, Demonologists further bind the power of their sparks. Starting at tenth level, a Demonologist also gains a Heavenspark with the same Effective Level limitations of their Hellspark. Additionally, their sparks may travel from their home plane to whatever zone the Demonologist is on using a Movement Action if the Demonologist is rendered unconscious. If the Demonologist returns to consciousness, their sparks immediately return to their home plane at no action cost regardless of whose turn it is. If the Demonologist dies, their sparks die with them. If the Demonologist is returned to life in any way, their sparks return to them at the same amount of HP they had when they died.

Creating a Helper

If you chose to be an angel or a demon, you are given an additional benefit in the form of a helper. A helper is a creature that will assist you in any way it can, as it is, in essence, a fragment of your soul made to serve your wishes. A helper has similar attributes to your character. Helpers come in two forms: Cherubs or Imps. Contrary to what you may believe, an angel can have an imp helper just as a demon can have a cherub helper. This is based on an agreement that God and Satan made during the talks of the H&H Initiative to better process intelligence between Heaven and Hell. When one is bonded to a helper, they are considered simply the helper’s “bond.”

Cherubs

Cherubs are creatures that resemble babies with divinely perfect physical features as well as a set of angelic wings. They are most associated with Cupid, a mythological man that can shoot arrows that will make people fall in love with one another. In similar fashion, cherubs use bows and arrows to deliver messages, attack enemies, and to charm others. Demonic cherubs usually retain the same characteristics as their counterparts, save that their wings are jet black and their eyes shine red.

Stats: To make your cherub, start with 0 in every attribute. Give your cherub half of the value of every attribute you possess, rounded down, minimum 1 (i.e. if you have a 5 in Power, your cherub has a 2). For Spirit, however, give your cherub the full value of the attribute.

If you are an angel, your cherub receives your full Willpower attribute as well. If you are a demon, your cherub receives your full Charisma attribute instead. In addition to this, you may add 1 to any one attribute of your choice on your cherub.

HP: Cherubs get HP equal to 1 plus half their Willpower attribute (rounded down, minimum 1) plus half their Spirit attribute (rounded down, minimum 1) for every level their bond possesses.

Confined to Heaven: Cherubs may never leave the Heavenscape of their own volition during combat. If they are ever forced out of the Heavenscape, they take 1 point of soul damage every round. Otherwise, they may only populate the Earthscape for up to 1 hour at a time, after which they need to spend an equal amount of time back in the Heavenscape to rest from the excursion. If a cherub is ever forced to enter the Hellscape, it dies instantly.

Bow: A cherub’s bow uses Spirit for accuracy and damage. On a hit, the weapon deals 2 plus the cherub’s Spirit in soul damage. A demon’s cherub may instead choose to attack using Charisma, the arrow being wreathed in wicked black energy. The damage is then 2 plus the cherub’s Charisma in physical damage, and this attack deals an additional 1 damage to humans.

Charming Bow: Whenever a cherub hits with an attack using its bow, it can forgo dealing damage to initiate a Spirit or Charisma vs. Willpower Contest (cherub’s choice) to attempt to charm the target.

During combat, a creature gets to add an additional six sided die to their roll to resist this effect. The creature may attempt a threshold 12 Willpower Check to break the charm whenever they take damage or for every 10 minutes that pass.

Wings: Cherubs have a permanent set of wings. As a Movement Action on their turn, they may take flight or land.

Imps

Imps are the ultimate spies of hell. Resembling smaller versions of other demons, imps tend to be used to spy on mortals and occasionally slip through the defenses of Heaven to spy on even God’s plans. These lithe little monsters, despite their origin, tend to be even more loyal to their bond than a cherub, believing that if they fail they will be destroyed and replaced. Angelic imps are easily noticeable by the halos around their heads.

Stats: To make an imp, start with 0 in every attribute. Give your imp half of the value of every attribute you possess, rounded down, minimum 1 (i.e. if you have a 5 in Power, your imp has a 2). For Agility, however, give your imp the full value of your attribute.

If you are an angel, give your imp the full value of your Spirit attribute as well. If you are a demon, give your imp the full value of your Power attribute instead.

HP: Imps get HP equal to 2 plus their Willpower attribute for every level that their bond possesses.

Confined to Hell: Imps may never leave the Hellscape of their own volition during combat. If they are ever forced out of the Hellscape, they take 1 point of soul damage every round. Otherwise, they may only populate the Earthscape for up to 2 hours at a time, after which they need to spend an equal amount of time back in the Hellscape to rest from the excursion. Imps may also be in the Heavenscape, but for only 1 hour at a time and they must rest in the same way as if they had gone to the Earthscape.

Claws, Horns and Hellfire: Imps can use their claws and horns as melee attacks. Normally, these attacks scale with Agility, but a demon’s imp may use Power instead. Either way, both attacks deal 2 plus the scaling attribute in physical damage. An angel’s imp can also throw divine flames at enemies as a ranged attack that scales with Spirit, dealing 2 plus the imp’s Spirit in soul damage, and this attack deals an additional 1 damage to demons.

Tailed: Imps have tails that give them additional balance. An imp adds an additional six sided die to any rolls they make to resist effects that would knock them Prone or forcefully change their zone against their will.

Crafty and Stealthy: Imps add an additional six sided die when attempting to deceive another creature or when attempting to move stealthily or hide.

Playing the Game

In H&H, most of the actions your characters take require the roll of three six sided dice. Adding the numbers you roll together, including any additional modifiers you may have to that roll, gives you your total and will often determine your success or failure at the given task. Given here are some of the ways you can use this system in game.

Checks: A “check” is a roll that is not contested by another creature. Some examples of a check are: moving a heavy object, sensing the aura of a creature, and trying to combine small parts to form a device. In every case, you roll three six sided dice and add the number of the attribute that the roll is associated with (i.e. if your Power attribute is 4, when rolling to move a heavy object you add 4 to the total of your dice roll). The Game Master designates a “threshold” for the check, usually based on the difficulty of what you are trying to achieve. If you meet or exceed this threshold, you are successful in your task. If you are trying to move a heavy steel dumpster that has wheels, the threshold may be around 10. If you are trying to move one without wheels, a significantly harder task, the threshold may be around 15. Checks are the most common type of roll to make outside of combat and can be used in practically any way, barring the creativity of you and your Game Master.

Contests: A “contest” is a roll that IS contested by another creature. Some examples of a contest are: attempting to hit an enemy in combat with a physical attack, trying to sneak past a group of demon guards at a nightclub, and trying to convince a creature of a lie. When you are in a contest with another creature, you both make dice rolls and add any respective modifiers, much like a typical check. The difference between the two is that the threshold of the check is determined by the roll of the “defending” creature, and the “initiating” creature must exceed the threshold to succeed. In combat, the defender is obvious; they are literally the one trying to defend themselves or dodge the attack. The exception to this rule is, in fact, is combat, where the initiator wins. Outside of combat, the defender is usually the creature that did NOT initiate the contest. For example, when a player is trying to sneak around a group of guards, the guards are the defender. Contests can happen whenever it would be in a creature’s best interest to impede another creature.

Series Checks and Team Checks: In certain situations, it takes more than one ability to be successful at a task. Sometimes when trying to accomplish a goal, you may be asked to make multiple different checks to succeed. These are called “series checks.” Series checks are usually quite rare, and groups are usually able to complete them with each individual character attempting the check with which they specialize. Another kind of check in a similar light is a “team check.” When a creature wishes to help another to complete a task, they can do a team check. The first creature rolls as if they are attempting the same check, and they add half (rounded down) of their total to the roll of the second creature. This process can occur in chains, but only the final roll determines the success of a team check. (i.e. Relos and Mindy wish to help Xanthar break down a rusty steel door. Mindy, with the least Power of 2, rolls first and gets a total of 19. This adds to Relos’ roll as a +9 as well as his Power of 3. Unfortunately, Relos only rolled three ones, giving him a total of 15 and only adding +7 to Xanthar’s roll, which will determine their success).

Additional Rules: There are also a couple of special details to keep in mind. If a character is to roll three 6s in any fashion, they may roll an additional six sided die and add that to the total of the roll. Additionally, when you can combine the total of three dice together to make 7, you may roll 2 additional six sided dice and add those to the total of the roll. If either of these conditions happen in a combat, do not add any additional dice to the roll. If the attack/effect hits, it is considered a “critical.” If the attack/effect has no special conditions for a critical, the target takes an additional six sided die worth of the damage of the attack.

Leveling Up: Characters typically start at level 1 and work their way up to a maximum of 10, gaining power as they go. But, based on player and Game Master discretion, this can be ignored. Otherwise, characters level up based entirely on the discretion of the Game Master.

Using Attributes

You may be wondering, “What are some uses for the less obvious attributes, like Spirit or Willpower, outside of combat?” Here I’ll give you, humble reader, some insight as to how each attribute can be used.

Power: Power can be used in any situation that requires the exertion of great physical force or for feats of general physique. Some examples of Power Checks are picking up or moving heavy objects and breaking things. An example of a Power Contest would be two creatures wrestling or one attempting to throw the other.

Agility: Agility is not only a measure of general dexterity but also of one’s reaction time. It can be used in any situation where you would wish to act first, to finely control small objects, or to do something quickly. Some examples of Agility Checks are reaching to grab a falling object, picking a lock, or racing to some far off objective in a timely manner. An example of an Agility Contest would be two creatures attempting to grab the same object before the other.

Willpower: Willpower is a measure of one’s perseverance and strength of will. It can be used in any situation where you would wish to resist temptation or continue to do something harmful or arduous. Some examples of Willpower Checks are reaching over a hot flame to grab a much needed object or trekking long distances over difficult terrain to reach a goal in a timely manner. Most Willpower related Contests are against other attributes to resist some sort of effect, but an example of a Willpower Contest would be two creatures attempting to outlast each other in some arduous situation, such as one staying awake longer than the other or two demons outlasting each other in a lava pool as a show of dominance.

Charisma: Charisma can be used in any situation in which one wishes to persuade another creature, whether it be a truthful or benign statement to convince or a deceitful statement meant to mislead. An example of a Charisma Check is persuading another creature to help you. Most Charisma related Contests are made against other attributes. For example, attempting to deceive a creature is a Charisma vs. Spirit Contest. An example of a Charisma Contest may be two different creatures attempting to persuade the same creature to help them with different tasks.

Spirit: Spirit is used primarily for the sensing of others’ intentions, and, more importantly, their auras. Spirit can be used by angels and demons in a special Check with a threshold equal to the targeted character’s Level or Effective Level plus 10. On a success, the initiating creature learns the power of a target’s sparks (if they have any), what type of helper(s) they have (if any), and their general moral standards if they aren’t being suppressed or hidden in some way. If a creature is aware that their aura is being sensed in some way, they may instead resist the sensing with a Spirit Contest.

Body: Body has the same general uses as Willpower and can often be used as a substitute for it, except in the case of resisting mental effects. Body can also be used by humans to push the limits of their physique beyond their normal parameters to achieve the feats of prowess that some humans are known for, but not without a physical cost. By spending 5 BP, a human may add their Body attribute to any check involving Power, Agility, or Willpower (provided it is not involving some mental effect).

Combat

Combat in H&H is very abstract, compared to most tabletop systems. When a combat initiates, the participating characters are thrust into a purely combat oriented area known as an Acies (pronounced ah-chess) Field. Typically one can visualize an Acies Field in the same way as a turn-based RPG’s combat zone: an area where the characters stand to fight one another that is surrounded by various features of their environment.

The Acies Field

The Acies Field consists of three zones: the Heavenscape, the Earthscape, and the Hellscape. Each plane is a reflection of the other two in many ways. A populated city street on the Earthscape would be reflected in the Heavenscape as an area of clouds filled with cherubs and good souls, while on the Hellscape it would be a rocky terrain permeated with the wails of the tortured masses. May abilities reference planes being “adjacent” to one another. The Heavenscape is adjacent to the Earthscape, the Earthscape is adjacent to both zones, and the Hellscape is adjacent to the Earthscape. A creature, except by a few special means, can only affect creatures in the same zone as them with their abilities.

The Start of Combat & Action Economy

Once a combat is initiated and it is determined on which zone of the Acies Field each creature is on, every creature rolls for initiative. To do this, each creature rolls a six sided die and adds their Agility attribute. The highest goes first, then turns flow in descending order. If two creatures get the same initiative, ties are first broken by which zone of the Acies Field they are on. Heavenscape beats Earthscape, Earthscape beats Hellscape. Players win ties with NPCs, player-side NPCs win ties with enemy NPCs, and ties among equal characters are resolved with a second roll (i.e. if Marc’s character and David’s character both get an 8 when they are both on the Earthscape, they roll again. They both still have 8 for initiative, but this second roll determines which of them goes first on initiative count 8).

On a creature's turn, they have a series of actions they are allowed to take. First, they may take a Movement Action. Every character can use their Movement Action to stand if they are prone, or drop to prone if they are standing. If the character is an angel, they may use their Movement Action to go from the Earthscape to the Heavenscape or vice versa. If the character is a demon, they may use their Movement Action to go from the Earthscape to the Hellscape or vice versa. 

Following a Movement Action, a character may take a Primary Action. Primary Actions are the main type of action used in H&H and cover most of the important things a character can do. Attacking is considered a Primary Action, as is attempting a check that is not imposed upon you by an enemy. A Primary Action can also be replaced with a Movement Action or a Secondary Action, should the character wish to do so.

At any time during a turn, a character may take a Secondary Action if they are able to. Secondary Actions are usually considered the fastest action.

Most of the abilities your character is allowed to use are labeled for what type of action it takes to use them. If they are not labeled, it is assumed that they use a Primary Action.

Defending in Combat

A character has two ways of defending themselves when they are targeted by an attack. Those of a more swift variety elect to dodge, which means they roll with Agility when they are targeted by an attack to attempt to avoid it. Should they succeed, the attack misses and deals no damage. Those of a more robust physique usually steele themselves against damage. This means that they roll using Willpower or Body (their choice). Should they succeed, they still take the damage, but they reduce it by half (rounded down).

Status Effects

There are a number of conditions that can make a character less or more effective. The specifics of these effects are listed here.

Blinded: Creatures who are blinded cannot see in any way, shape, or form. As such, they automatically fail any checks or contests related to seeing other creatures or using their eyes. Additionally, any melee attacks they make lose one six sided die and any ranged attacks they make lose two six sided dice.

Charmed: Charmed creatures regard the creature charming them as a trusted friend. As such, they are unable to willingly harm the creature charming them. This status effect lasts for 1 hour outside of combat.

Flying: While a creature is Flying, they may only be targeted by ranged attacks.

Grounded: Grounded creatures cannot take flight by any means.

Poisoned: Poisoned is a status effect exclusive to humans, as their physical bodies must resist the effects of toxins. Poisoned humans begin take 2 physical damage at the beginning of every turn that cannot be reduced in any way and must be subtracted from their Body Points. This status can only reduce a human to 1 BP. If their BP increases for any reason, they begin taking the damage once again.

Prone: When a creature is Prone, melee attacks made against them add a six sided die while ranged attacks made against them lose a six sided die.

Weakened: When a creature is Weakened, attacks they make deal 3 less damage. This does not apply to passive damage, such as that of the Tyrant’s Infernal Weaponry.

Unconsciousness, Planar Rest, and Death

Angels and demons are higher beings than humans, but they too cannot escape death. When a human reaches 0 HP, they fall unconscious. When they reach 0 BP, they die. When an angel or demon reaches 0 HP they do not die outright. They enter what is called a Planar Rest. When they enter a Planar Rest, they return to their home plane and are encased in crystal that has 5 HP for every level or effective level of the character. They reform with half (rounded down, minimum 1) of their HP after 5 of their turns pass, or after 30 minutes outside of combat. If their crystal is destroyed, however, the angel or demon dies with no hope of revival. The Planar Rest mechanic works similarly for imps and cherubs, but their crystals only have 2 HP per level or effective level of their bond.

The End of Combat

At the end of a combat, characters exit the Ascies Field and return to the normal goings of things (typical reality in heaven, on earth, or in hell). Following the end of combat, every character may recover half (rounded down, minimum 1) of their resources (HP, BP, and SP).

Sparks

Most humans are unique in that their souls are not selected for Heaven or Hell until the end of their life. As such, there are reflections of them that exist in both the Heavenscape and the Hellscape. These are known as “sparks”. The spark that resides in Heaven is known as the Heavenspark, and the spark that resides in Hell is known as the Hellspark. A human’s sparks do their best to defend their physical self, going so far as to lash out at creatures that attempt to harm them on the Earthscape. On the Earthscape, Heavensparks can only be seen by angels and Hellsparks can only be seen by demons. In their home plane, they can be seen normally. Despite their origins, sparks usually have no intelligence or morals beyond that of the human they are tied to. As such, the Heavenspark of an evil human can do evil acts, just as the Hellspark of a good human can do acts of good. The most morally one-sided of humans often only have one spark (the very good have only a Heavenspark and the very evil have only a Hellspark), but their sparks tend to be the most powerful.

Alchemists give up their sparks to achieve the feats of their scientific prowess, and, as such, players who choose to play as humans do not have sparks except in specific circumstances.

Heavensparks

Heavensparks tend to take the form of creatures of fantasy, such as fairies and dragons. They are normally quite whimsical and childish, but their attitudes can turn quickly when their human is in danger.

 Hellsparks

Hellsparks often take the forms of real creatures, as they tend to be some of the most feared. When they take other forms, they are usually the stuff of nightmares. When they are not defending their humans, they are often out causing further chaos across the Hellscape.

Making Sparks

Sparks can take many forms and have many abilities, but the table given on the Spark Table page gives a general guideline for Heavensparks of different power. At each Effective Level, a spark gains the Abilities of that level as well as all of the abilities of the previous levels. Effective Level 11 and 12 sparks are only for those of exceptional good will or evil, and their power can be legendary to behold. Humans with an Effective Level 11 or 12 Heavenspark cannot have a Hellspark, and humans with an Effective Level 11 or 12 Hellspark cannot have a Heavenspark. This is restriction, however, is subject to change as the GM wishes.

Supporting Ability: A supporting ability is one that modifies one of the creature’s previous abilities or gives them a special feature that doesn’t fit into the normal set of attacks, healing, or status effects. The Messenger’s Protective Halos ability and the Tyrant’s Pain Tolerance ability are considered supporting abilities.

Special Ability: A special ability is one that goes beyond the normal ability parameters, either giving them some overtly powerful action to take or modifying their abilities to an extreme degree. The Theologist’s Elixir of Life ability and the Valkyrie’s Blessings of Micheal ability are considered special abilities.

The table presented on the following page can also be used for any special angels, demons, or humans that the GM wishes to create outside of the normal class rules.

Spark Table

Effective Level

Attribute Points to Spend

Average HP

Abilities

1

11

2-12

1 melee or ranged attack, 1 healing ability, or 1 ability that applies a status effect

2

12

6-24

1 supporting ability

3

14

10-36

4

15

14-48

1 supporting ability

5

16

18-60

1 melee or ranged attack, 1 healing ability, or 1 ability that applies a status effect (choose one they did not choose at Effective Level 1)

6

18

22-72

7

19

26-84

1 supporting ability

8

20

30-96

1 supporting ability

9

22

34-108

10

23

38-120

1 special ability

11

24

45-130

1 melee or ranged attack, 1 healing ability, or 1 ability that applies a status effect (choose one they did not choose at Effective Level 1 or 5)

12

26

60-150

1 special ability

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