Equilibrium 4A: Major Players

Been a while since the last update on Equilibrium… so I figured I’d share a bit about some of the major players: The Neo United Nations, Humanity’s Legion, The Manachaen Brotherhood, and the Heavenly Hosts/Sons of Sulfur all play a role in the Post-Armageddon world.


**The Neo United Nations**
Main Location: New York City, NY
Led by: Thomas Rolfe
Angel/Demon Relations: Jaella (Angel), Rosh’ La (Demon), and Nicholai Farrel (Human)

Originally, the United Nations was disbanded during the events of Armageddon, but they decided to reform themselves after Equilibrium. Currently, they have three goals:
“Unite the Settlements” – Earth has become a chaotic, unstable place. The Neo UN wants to peacefully unite what’s left of Humans, Angels and Demons. To this end, they’ve created an emmisarial task force to dispense aid throughout the world.
“Exact Justice” – The Neo-UN wants to see the warmongers still roaming the earth held accountable for all the suffering and death they continue to cause.
“Repair the Earth” – To restore the Earth to it’s former glory is a foolish pipe dream… but that doesn’t mean that a little “Tender Loving Care,” can’t be administered to make things bearable. The Neo-UN has discovered a potential means to drain the Radiation from the Earth, and some of their top scientists have been working on a filtration project to make the tainted water drinkable.

GM’s Notes: There’s a few bumps in the road here… For starters? The UN has been infiltrated by members of Humanity’s Legion. These operatives are there to not only torpedo public relations between Humans/Angels/Demons, but to exterminate any Supernatural Entities they come across (especially the PR reps).
Not only that… but their water filtration project has a pair of saboteurs in the form of two of the Four Horsemen: Pestilence and Famine.

**Humanity’s Legion**
Main Location: Moscow, Russia
Led By: Vladimir Soldado
You know that Nuke that caused the first Equilibrium incident and took out God and Satan? Yeah… these jackasses are the ones who launched it. These guys are humanists of the worst kind, believing that mankind should have nothing to do with the Supernatural and it should be destroyed. Their leader, Vlad Soldado, is a defected Russian Super-Soldier who will stop at nothing to purge Earth of those, ‘winged/horned parasites.’

GM’s Notes: Given the true nature of Vlad’s super-soldier enhancements… his Anti-Supernat stance is ironic. See, early on in Armageddon, the horseman of War got his ass handed to him through a combination of sheer luck and anti-supernatural weaponry. He was drained of his power and said power was fragmented and grafted into specially selected soldiers. He’s got a little voice in his head telling him to unite the other fragments, but we’ll find out a bit more about that when I get around to working out the Plot Point Campaign.

**The Manachaen Brotherhood**
Main Location: Lost Island of Patmos
Led by: Lazarus “The Beloved” Johnson
After God and Lucifer went kablooey during Armageddon, I’d be euphemizing if I said there was a crisis of faith. Everyone, common man and scholar alike, began contemplating what happened, searching through texts, even haggling the finer points of Soiterology when they got bored. One thing that seems to have stuck was the ancient idea of Manichaeism. To describe it real simply: The Universe has both Good and Evil within, and we must set the Good- spiritual- things free by destroying the Evil- physical- things of the world. They believed that what took place at the Battle of Armageddon was merely a shadow of what is to come: The Earth must be purged of all evil by more instances of Equilibrium. To do this, they seek to irradiate as many Celestials and Infernals as possible, triggering more Equilibrium incidents to cleanse the whole world, freeing the Spiritual Good from it’s Evil Material Shackles.

GM’s Note: You read that right, under ‘Led By’… The Manachaen Brotherhood is spearheaded by none other than the original Beloved Apostle from the first Century. As luck would have it, when ol’ Lazarus got raised from the dead the first time it had an enduring side effect of making him effectively immortal. See, he’s been wandering around the Earth for the last couple millennia preaching, teaching, and aiding people in need. However, between over two thousand years of suffering and witnessing the Equilibrium Incident, the poor sod became unglued from the inside out. After a decade of searching and meditation, he embraced his own revised version of the old heresy of Manichaeism: “The True God has not returned; not until the Earth has been purged of Evil- that is, the physical and material- shall He return.”

**The Heavenly Hosts/Sons of Sulfur**
Main Location: Mobile
Leaders: The Four Horsemen (War, Famine, Pestilence, Death)
These two guys fall under the same heading… mostly because- while they are opposing sides- they both have the same long-term goal: Armageddon isn’t over, it’s just half-time. They’re gathering like-minded Celestials and Infernals to attempt to rout the other side, and they don’t care who’s in the way.

GM’s Note: Both sides are being manipulated by the Four Horsemen. See, the Big Four are otherworldly soldiers of Fortune, and mercs without work are a waste of space… so they’ve found a way to keep themselves employed by poking and prodding the more belligerent segments of Angels, Demons, and even Humanity (See the GM’s section under “Humanity’s Legion”) to fight whenever possible. Be it subtle sabotage or outright terrorism, the Horsemen won’t stop ’till their appetite for conflict is sated.


Equilibrium 3B: Arcane Backgrounds

Allrighty, here’s some Arcane Backgrounds for this universe. You’ll notice that each background doesn’t have a list of powers that they can take, and I’ll be honest, that’s intentional. I think that if the player can create a reasonable justification for a character having said power… then they should be allowed to go take it. You want an Angel to have Puppet? Just call it, “Divine Compel,” and have the bossy Angel bark out an order as the means of casting it.


**This Can Only Be Taken by Humans**
Arcane Skill: Channeling (Spirit)
Starting PP: 15
Starting Powers: 2
Backlash: “Severance” – Your connection to the spirits is fickle. On rolling a 1 on your Channeling die, your Hero loses the ability to cast that power until the end of the scene/encounter or until you spend a Benny to reconnect.
Trappings: The Vessel’s powers take on the appearance (as well as any potential bonus effects) of whatever the person did in life. For instance, a Soldier’s soul who provides the Bolt power would manifest itself as gunfire, or a Healing power provided by the soul of a doctor would be represented by the healed person’s wounds being, “stitched,” up.

Special: “Inherited Trappings” – Whenever you take a new power, you get to draw a card. 2-10 Means that the power comes from a Human Spirit. However, should you draw an Ace/Royal, the power comes from the Spirit of an Angel or a Demon depending on the Suit (Diamonds/Hearts is Demon, Spades/Clubs is Angel), and thus has access to a Seraphim’s unique trappings. If you draw a Joker, they were a Mutant. Re-draw for the type of mutant… that Power- in addition to it’s normal trappings- has Radioactive Trappings.

Special: “Job to Do” – Each Spirit has an unfinished task that you need to take care of. If Channeling them helps aid in their task, you gain a +1 to your Arcane Skill roll. However, the inverse is also true: Should you be using their power in such a way that goes against the person’s wishes, you’re at -1 penalty to use that power. Whether this comes into play should be at the GM’s discretion. Should the player complete said task within the timespan of the campaign, they should redraw for the “Inherited Trappings,” as the old Spirit passes on and a new one takes its place.

You’ve always had a special bond with the Supernatural, and with all the cosmic activity now that Doomsday has come to pass, that connection is a little more… literal. There’s souls of people that have passed on that are looking to take care of some unfinished business, and you’re their means of doing so. In exchange for helping them take care of some business they left unresolved in this life, they’ll aid you by granting some of their otherworldly power.

Arcane Skill: Weird Science (Smarts)
Starting PP: 20
Starting Powers: 1 (Each power has PP Equal to your Maximum)
Backlash: “Explosion” – Yeah… Mad Science Devices powered by Nuclear Batteries are volatile. On rolling a 1, your device explodes in a Large Burst Template for 2d8 Damage, which also forces anyone caught within the Blast Radius to make a Vigor Roll to resist mutation. Repairing this device requires 2d6 Hours and a Repair Roll.
Trappings: The powers that manifest from these devices are hardly subtle. They’re bright, flashy, and occasionally leave grean smears of goo around the place.
Special: “Improved Mutations” – When you suffer a Mutation, you get to draw two cards and pick the better of the two.
“Risky Recharge” – If the Rad Scientist is willing to expose themselves to strong doses of radiation for an extended period, they can cut their recharge time in half.

Ah, Science… what envelopes won’t people use you to push? In this case, it’s attempting to create portable devices powered by Radiation. One of the major breakthroughs during Armageddon was the invention of the Rad-Cell battery. This nifty little power cell is roughly the size of a large coin, and it has near-limitless power. The only problem is having to deal with the fallout (I’d say, “No Pun Intended,” but I’d be lying like a cheap rug at a flea market if I did) of dealing with radiation and the inevitable mutations that result from constant exposure.

Special Trapping: Radioactivity

“Mutagen”- You can spend an additional Power Point to reduce the Damage Die of an offensive Power to force the target to make a vigor Roll or undergo a Mutation.

“Rad-Resistance” – You can spend an additional Power Point to give a target of a Beneficial Power a +4 to Resist Radiation.

*This can Only Be Taken by Angels or Demons*
Arcane Skill: Faith (Spirit)
Starting PP: 10
Starting Powers: 3
Backlash: “Kickback” – Rolling a 1 on your Faith die means that you’re Shaken. This can cause a Wound.
Trappings: Angelic Seraphim powers resemble a yellowish light, while Demonic Seraphim’s powers take on the form of deep red flame.
Special: “Holy/Unholy Champion” – You gain the Champion Edge for free, regardless if you meet the requirements. The effects of this Edge applies to either Angels or Demons (depending which you are).
You’re one of the lucky Angels or Demons that can still wield (un)holy power to your advantage. While this gives you power beyond the usual capacity for your kin, it also tasks you with the burden of unnecessary attention. You’ll likely have people coming to you as a source of inspiration, and many a Seraphim has embraced this, becoming leaders (or at least fonts of wisdom) of a settlement. Other times, Seraphim become the guardians of a particular settlement or region, earning the respect of the inhabitants and the ire of their opposition.

Unique Trapping: Holy/Unholy

“Blessed/Cursed” – A Beneficial Power that you spend an additional PP on can bestow on the target the benefits of the Champion Edge for the duration of the Power (+2 to Damage and +2 Toughness vs Angels/Demons depending on the source of the power).

“Celestial/Infernal Blaze” – If you spend up to 5 Additional PP on an Offensive Power, you can roll a 1d6 to see if the target catches on fire (with each extra PP spent increasing the risk of ignition, with a max range of 2-6)… except the fire is either Holy/Unholy.

-Divine Craftsman (Requires Seasoned, Repair d8+, Faith d8+, Arcane BG(Seraphim))
This nifty ability allows you to create Consecrated/Desecrated Weaponry and ammo. Ammunition has +4 Damage to guys from The Other Side, while the Consecrated/Desecrated weapons gain an extra 1d6 Damage against them. You need the appropriate equipment to do this, as well as 2d6 hours of time, and you also need to roll Repair at -2 (-4 if you’re making a Weapon). Keep in mind, while these weapons and ammo are considered highly valuable, you shouldn’t be too eager to supply the Post-Armageddon world with these things, lest you draw unnecessary attention.

-Killswitch (Requires Seasoned, Weird Science d8+, Smarts d8+, Arcane BG(Rad Scientist))
You’ve installed a killswitch on all your devices. Should you ever roll a 1 on your Weird Science, this allows you to make an Automatic Weird Science roll at -2 to keep the device from going Kablooey. You still waste the Power Points, however, but you’ll have dodged the Nuclear Bullet.

-Otherworldly Insight (Requires Seasoned, Channeling d8+, Notice d8+, Arcane BG (Vessel))
This nifty little Edge allows the Vessel’s otherworldly patrons to provide him with some insight as to the current circumstances. Once per Session, you may Spend a Benny to gain access to some information relevant to this situation. Keep in mind, there are times where even the Spirits don’t have an inkling of an ideas as to what’s going on… In which case, the GM should give you the Benny back.

Equilibrium, Chapter 2: Character Creation

Allrighty, here’s a ye olde crude layout on how to build a character for this particular setting.

EDITED 2/26/2017: Removed, “Corrupted,” Hindrance due to a revision of a Setting Rule.

Legal Books:
Books that are, ‘Legal,’ for this Universe are, “Savage Worlds: Deluxe Edition,” and, “Hell on Earth: Reloaded.” There will be some things that are changed or outright removed due to narrative issues, and these exceptions will be noted. For instance… This world has different Arcane Backgrounds, and I’ve changed how, “Veteran o’ the Wasted West” works).

A) Race

Appearance: Blue/Brown/Green/Hazel Eyes. Complexion between Dark to Pale. Hair is anywhere from Black to White.

Ah, mankind… No matter how badly you try to stomp them out, they seem to survive even the harshest of trials and tribulations. The End of Days was proven to be no exception to this rule. Despite the major disasters, not to mention the Mass Crisis’ of Faith that the servants of all sides suffered during the Battle of Armageddon, they’ve managed to keep on trucking.

(+2 Freebie) Diverse and Flexible: As usual, Humans start with a Free Edge.

Appearance: White-Haired, Golden-Eyed. Skin is usually a shade of Bronze.
The original Heavenly Hosts. Originally servants of God, these beings were shocked and appalled at what happened during the battle of Armageddon. Since then, they’ve been wandering the Earth, attempting to find their place in the near-desolate world. While some have no remorse over the collateral damage caused, many Angels seek to make amends with the inhabitants of the world they wrecked.

(+2 Freebie) Angelic Wings: Angels have the “Flight” Monstrous Ability
(+3) Supernatural Spirit: Angels have a starting Spirit of d8, which can be Raised to d12 + 2. The Expert and Master Edges can raise this to d12 + 4.
(-2) Self-Righteousness Demeanor: Angels have the Arrogant Hindrance to signify their perceived moral superiority.
(-1) Hated Enemy (Demons): Angels are at -4 Charisma when Interacting with Demons.

Appearance: Black-Haired, Red-Eyed. Skin is usually a shade of red.
These Fallen Angels were promised power and authority under Lucifer’s Rule. After his first failed coup, they were banished to Hell after getting their wings clipped. After the shocking effects of Armageddon, these Infernal wanderers attempt to carve out an existence in a Post-Doomsday Earth. While many continue to seek more power and authority, many Demons have decided that such endeavors are nothing more than a wild goose chase and plan to atone for their prior mistakes.

(+2 Freebie) Infernal Nature: Demons have Natural Weapons (STR + d6, Typically Retractable Claws) and are Resistant to Heat, gaining +4 against Heat-Based Environmental Hazards.
(+3) Supernatural Vigor: Demons have a starting Vigor of d8, which can be Raised to d12 + 2. Expert and Master can raise this to d12 + 4.
(-2) Failed Usurper: Demons are the kind of unholy bastards that can hold a grudge for a long, LONG time. Gain the Vengeful (Major) Hindrance.
(-1) Hated Enemy (Angels): Demons are at -4 Charisma when Interacting with Angels.

**Nephalem** (Only Available during the, “Recovery Era”)
Appearance: They look like normal humans, though they typically have Red Eyes/Black Hair or Gold Eyes/White Hair to signify their Heritage.
You want to know how long the first Nephalem was around? No one knows the exact time, but everyone would say they appeared about nine months after the first Human and Angel/Demon couple found out they could safely knock boots.

(+2 Freebie) Human Heritage: Nephalem get a Free Edge.
(+2) Celestial/Infernal Heritage: You start with a d6 in one Attribute, depending on whether your Nephalem has Angel (Spirit) or Demon (Vigor) Heritage.
(-2) Taboo Existence: The Nephalem are perceived as abominations by select groups. You have the Enemy (Major) Hindrance.

B) Traits
Heroes get the usual five points to put into Agility, Smarts, Spirit, Strength, and Vigor.

As per usual, Heroes get fifteen points to put into their Skills.

C) Edges & Hindrances
**Unavailable Hindrances**
The following Core Book Hindrances are Unavailable:

“Doubting Thomas” – Due to the Supernatural Nature of this world’s Doomsday, characters who question- or outright deny- the existence of the supernatural are considered to be on the same credibility level as someone with a tin-foil hat… You want to play a character like that? Take the Delusional Hindrance instead.

The Following HoE: RL Hindrances are Unavailable: Any Hindrances related to Arcane Backgrounds.

**New Hindrances**
“Blacklisted (Major)” *Requires: Angel or Demon* – While most Angels/Demons each treat others of their own kind with respect as fellow veterans… You done did something during Armageddon to piss off the people on your side. Regardless of what that is, NPCs who are the same race as you start one step down the Reaction Table than they normally would (Helpful > Friendly > Neutral > Uncooperative > Hostile). If they are already Hostile, they will target you first in combat.

“Supernaturally Sensitive (Minor/Major)” *Requires Human* – You’ve always been more susceptible to the Supernatural phenomena around you… this sensitivity is just made more obvious after the cavalcade of activity since Doomsday. For the Minor version, you’re at -1 to resist Powers and take +1 Damage from them. For the Major version, it’s -2 Resistance/+2 Damage. Characters with this Hindrance cannot take Arcane Resistance.

**Unavailable Edges**
The only Edge unavailable from the Core book is, “Mentalist.”

As for HoE: Reloaded…
Any Edge found in No Man’s Land, any Edge related to Fear Levels, as well as, “Operation Damocles Soldier,” “Tale Teller,” and, “Harrowed.”

**Modified Edges**
“Arcane Background” – The Arcane Backgrounds available for this Campaign are detailed Elsewhere, but here’s a quick list:
Vessels – These Humans are able to communicate to the spirits of long-lost folks- be they Human, Celestial, or Infernal- with unresolved tasks, and in exchange the spirits provide aid in the form of supernatural powers.
Seraphim – You’re one of the chosen few Seraphim, or at the very least, you’ve descended from them. You’re imbued with the magical power of Angels or Demons, and you can whip out some impressive wonders.
Rad Scientist – You’re a Scientist that specializes in bizarre devices powered by Radiation. You’re constantly exposed to the volatile mutagen, but that has resulted in your body adapting to it, and that means you have more control over your mutations.

“Veteran o’ the Wasted West” – Renamed to, “Disgruntled Armageddon Survivor,” and now considered a free Edge (as in, “It doesn’t cost Hindrance Points or have any other requirements beyond being allowed ONLY at Character Creation”)… but you must let the GM know you’re taking it before you create your character (and don’t get your hopes up too high on a Character concept).

**New Edges**
“Supernatural Enforcer” – *Requires: Brawny, Vigor d8+, Celestial or Infernal.*
Okay… this Edge isn’t technically, “New,” but it’s not in either the Core Rules or the Hell on Earth books. It’s the, “Up-Sized,” Edge from the Interface Zero 2.0 Book.
D) Gear
Characters start with $500 worth of gear.

Equilibrium, Chapter 1: Introduction

Allrighty, so here’s the first Chapter of one of the PPCs I’ve been working on. The premise behind this one is that God and Satan got offed in the Final Battle, so now Humans, Angels, and Demons have to learn to live together in a Post-Armageddon world. I’m thinking I’ll make two campaigns for this setting… One closer to the end of Armageddon, and one that takes place after things get vaguely settled down.


The End of Days had started. All sorts of strange phenomena had occurred. Angels and Demons started slugging it out on Earth.

The Four Horsemen- a pack of supernatural sellswords- started wreaking havoc on behalf of both sides of the war.

Two thirds of the world’s natural resources were obliterated in the Meteor Shower that has since been dubbed, “The Wormwood Incident.”

Terrifying creatures started appearing from said fallen Meteorites, amongst other places, and sadistically torturing or slaying anyone they could find.

Men and Women were picking sides in the war. Some were for God and the Angels, and some allied themselves with Satan and the Demons, while still others made a futile attempt to fight both sides or attempt diplomatic relations (with all attempts either being undermined or just failing horribly).

Then, finally, came the Battle of Armageddon. Two mighty armies of great strength and fury, fighting to the death.

Next thing you know, Jehovah and the Usurper made their presences known and started to exchange blows. The clashing of steel, the collision of fists, the fireworks of holy and unholy energy… it was a sight to behold for anyone spectating. But before either of them could gain the upper hand, there was a massive explosion at the heart of the battle. It was later discovered that a radical group known as Humanity’s Legion had hijacked and deployed an experimental nuke where God and Satan had been battling. The leaders of both armies and their front-line soldiers had been miraculously atomized during the event, with nothing resembling an adequate chain of command left remaining in either side.

After the event now known as Equilibrium, everyone had to let things sink in… Humans never got their promised rewards, and the remaining soldiers of both Heaven and Hell were without leaders and without purpose. They realized that the groups had one thing in common:

They all now have to learn to live in a world that has been scorched, ravaged, and irradiated by their own hands.

Why I’m doing this, and How Things will Look

First and foremost, let’s address the elephant in the room. Dave… why on Earth are you publishing this stuff for everyone to see? Shouldn’t you be GMing these settings or something?

That’s actually a good question. I’ll answer it as best as I can.

I’ve got a lot of ideas for games and Character Concepts that run through my head. Sadly, I don’t have enough time or energy to play or run every single one of them. So, instead of letting the ideas go to waste, I’ll post them in the hopes that someone else will be willing and able to take them for a run. Optimistically, they’ll also tell me how well or how horribly things went, and offer constructive criticism that I can then use to refine my technique as someone who enjoys telling stories.

Take this as my official request: If you run any of these games, give me as much input as you can.

With that out of the way… Here’s how the formatting of these puppies will go:

“Introduction” – This, ‘chapter’ will give a quick summary of the world that you’re going to be unleashing on your players.

“Character Creation” – This one will deal with how you create your character. For hopefully obvious reasons, I’m not going to be doing a crap-ton of copypasta from the books. I’ll post original content, yes, but you’re gonna have to get your own dang copies of the books.

“Setting Rules” – This is where any special setting rules come into play. Is there a special way your Player Characters can earn Bennies? Do you have special rules for Character Death? This is where you’ll find how those things go.

“Faces and Places” – This section will deal with the Big Names- whether they be factions, people, or both- as well as the various locations that the players will encounter as they run amuck in the world.

“Plot Points” – This will be the meat of each Campaign, naturally. I’ll explain when each Plot Point should be run, because no one likes a disjointed plot.

“Savage Tales” – This is the Side-Quest section. When the GM needs a mission that both fleshes out the world and gives his players some stuff to shoot at, this will be where you need to go.

“Bestiary” – It wouldn’t be much of a game without a Monster Manual. This is where you’ll find templates for various enemies, both mundane and monstrous, that your players can encounter (…or even become).