TEXT: ENOCH
  Chad Walker
  
  Created , written, illustrated, and put together by Chad Walker.
  ENOCH © 2007 by Chad Walker.
  All rights reserved. Document may be printed and distributed for personal use only.
  Introduction to ENOCH Ashcan 2008
  Dear playtesters and fellow game designers,
   
  Thank you for supporting indie-games and checking out ENOCH. While I’m not convinced I’ll ever 
  be totally happy with this game, I’ve come pretty close in this incarnation. Of course, I’d like to know what my 
  audience thinks. Trouble is: I don’t know who my audience is. You see, ENOCH is currently having an identity 
  crisis. The game can’t figure out if it is a traditional RPG or an indie RPG, or both. To resolve this crisis, we’ll 
  need your help.
   
  I define a traditional RPG as one where players assume the role of player-characters (PCs) who are 
  the protagonists of a story narrated by a game-master (GM). The GM’s other tasks include enforcing game 
  rules and assuming the role of non player-characters (NPCs) who serve as the story’s bit-parts and antago-
  nists. There is typically a good amount of “killing things” and “taking stuff” in a traditional RPG but these 
  events aren’t always vital to a fulfilling experience.
   
  ENOCH has all the hallmarks of traditional RPGs: stat blocks, weapons lists, extensive combat op-
  tions, experience points, a bestiary... everything you might expect. However, the game has also been influ-
  enced by the indie game scene. In ENOCH, players are rewarded for playing the character they want to play. 
  If a player makes a warrior character, following the path of Weapon Mastery, that character will get stronger 
  every time he defeats an opponent in battle. A medic character, following the path of Ancient Medicine, will 
  get stronger every time he provides first aid to someone, friend or foe. A mechanically inclined character, 
  following the path of Mechanis, will get stronger every time he solves a problem with his gadgets.
   
  ENOCH also has a morality system, but morality is an opportunity, not a restriction. Characters be-
  come stronger when they follow their vow. A character with the vow of Greed becomes stronger every time 
  he refuses to help others without a reward. A character with the vow of Fame becomes stronger every time 
  he kills a renowned beast. Complications are bound to rise, however, as some vows are contradictory. A 
  character with the vow of Mercy is likely to have more than a few disagreements with a character whose vow 
  is Wrath. Who’s vow will prevail?
   
  So what type of game is ENOCH? Does it work? What ideas would you borrow? What elements 
  would you trash? Is the setting distracting you from the system, or vice-versa? Which game mechanics or set-
  ting elements make you giddy? Which make you cringe? What needs to change immediately? How do I get 
  people to buy this thing?
   
  I can be contacted at walk0401@umn.edu, or at the forums of www.enochrpg.com, www.rpg.net, 
  and www.indie-rpgs.com (hande: Chaddubya).
   
  Thank you, and good gaming.
  
  CHAPTER I: WELCOME TO ENOCH
  LIVING GENESIS
   
  Bloodied ziggurats. Immortal beasts. AI gods. Sleeping colossi. Gene cults. Plague bogs. Jun-
  gle demons. Fledgling societies cling to life in a time of chaos. Salvation is buried in Hell’s corridors, 
  and the barons of Heaven watch the world’s woe with silent indifference. Welcome to Enoch.
   
  A millennium ago, the world ended. Civilization was devoured by plague and fire. Mankind 
  faced extinction. The handful who survived were scattered to the wilderness. They scoured the 
  Earth for the Promised Land: a place untouched by the Fall of Man. They searched for ages but 
  found only Man’s ruin and Nature’s malice. Finally, their journey stopped where it began. Old and 
  weary, they waited for death. “There is no Promised Land,” they told their children, the tribes of 
  Enoch. “So you must build one.”
   
  Enoch is the story of man starting over in a world that has not forgot his sins.
   
  In the absence of civilization, nature has flourished to prehistoric levels. Rising ocean and 
  creeping jungle have buried the ruins of ancient cities. Millennia of technological progress have 
  been swept away, leaving man to fend for himself against ravenous beasts and waves of plague that 
  spill into his settlements. 
   
   
  Not all that was buried is dead. The underworld bustles with electric life, thrall to a panthe-
  on of machine gods. Demons, the ancient slaves of man, toil leagues underground. Driven mad by 
  failing power and frayed circuit, they claw their way to the surface, to the peril of their old masters.
   
  ENOCH . CHAD WALKER
  3
  
   
  Fear and oppression shackle man. Living hopeless lives with one-dimensional needs, the 
  masses cling to authority and religion. They will happily, even greedily serve as enforcers of a brutal 
  regime, or as acolytes of a twisted cult, so long as they are promised a better life.
   
  This is Enoch’s natural order.
   
  As rebels, you and other mortal men and women have chosen to defy Enoch’s natural order. 
  You battle so that the new world won’t share the fate of the old. Your trials will be legendary. You 
  will deliver man from bandit hordes, despots, demons, and monstrous freaks of nature. However, 
  your most troubling foe will always be yourself. The new world will be built on your deeds. Should 
  you find yourself compelled by greed, power, or vengeance, you’ll quickly see your own actions 
  reflected in the world around you.
  THE SPARK OF REBELLION
   
  Rebels come from all walks of life. You might have been a soldier, slave, priest, or prostitute. 
  What you have in common with other rebels is the spark of rebellion, triggered by something 
  terrible you witnessed. What was your breaking point? What triggered your transformation? The 
  everyday scenes of Enoch are ripe with tragedy. Perhaps you witnessed a brutal raid, or returned 
  to your village only to find blood-slicked fields and burning heaps of bodies. Maybe you remained 
  silent while others committed an atrocity in the name of God. Maybe you shrunk with cowardice 
  while your loved ones were dragged away into the darkness.
   
   
  Whatever happened to you, it left a psychic scar. However, from that moment on, you chose 
  to be a master of Fate instead of remaining slave to it. Enraged by the horrors of the world, you have 
  sprung into action. You have left the safety of your village or fled the oppression of a labor camp. 
  You have vowed to topple empires, dethrone gods, and liberate your people. Will you make a dif-
  ference? Or is the world already lost a second time?
  RESONANCE
   
  When civilization crumbled, man was forced to live like his primordial ancestors. He spent 
  centuries living in caves, foraging for food, and fleeing from predators. These times were dark and 
  desperate. In the constant struggle for survival, man’s history was forgotten. One thousand years 
  after the Fall of Man, history is again recorded. Man has left the wilderness and come to rebuild 
  civilization. So begin the stories of Enoch.
   
   
  The actions of the heroes and villains of this age will resonate throughout time. Their ex-
  ploits will be retold in myth. Cities will be founded in their name and religions will form to honor 
  or vilify their deeds. As a rebel, your actions will set the tone for future generations. If you act with 
  wisdom and compassion, you will the world to do the same. If you act with greed and barbarity, you 
  will the world to do the same.
   
   
  The book of Genesis tells a creation story through allegorical characters: Adam and Eve, 
  Cain and Abel, Noah, and others. The Second Genesis will be about you. In this malleable age of 
  myth and mayhem, a new world rises from the ashes of the old. Will you and your fellow rebels 
  become mythical heroes or vanish from history into shrieking oblivion?
  CHAPTER I . WELCOME TO ENOCH
  4
  
  CHAPTER II: THE WORLD OF ENOCH
  HOST VERSUS PARASITE
   
   
  This world rejects man. Nature wasted no time retaking her lands. Sea levels have risen me-
  ters, and coasts have vanished. Rising from sunken cities, the skeletons of skyscrapers stand alone in 
  the salt waters. The cities that aren’t submerged are buried beneath dense jungle. The ruins of the 
  past are slowly crushed by vines and mold.
   
   
  Most of the globe swelters with tropical heat. The temperate climates of old are now over-
  grown jungles and marshes. The tropical climates of old are now barren, sun-scorched wastelands. 
  Typhoons and hurricanes ravage once predictable waters. Many fresh water lakes are now lifeless 
  valleys, littered with the wreckage of ancient vessels.
   
   
  The plague that once eradicated man still thrives. It is carried through time upon the bodies 
  of minute, almost invisible creatures that swarm in fresh water during the wet seasons. The plains fes-
  ter with the plague, serving as boarders to contain man. These regions of death slowly creep across 
  continents, pushing mankind to the furthest corners of the Earth.
   
   
  Man’s peril doesn’t end with Nature’s wrath…
  IN A PERILOUS PATH
   
  At the outskirts of any village, civilization and wilderness begin to blur. So do spirit and 
  science. The world of Enoch is full of mysterious, possibly supernatural beings. A few have been 
  identified and their doings have become mythical canon. Plague, famine, and natural disaster are a 
  constant threat, but it is the tales of these beings that keep men huddled near the fire of their village 
  at night.
   
  Chimera are immortal creatures who wear the flesh of man and walk among him. They re-
  semble man in every aspect, but are typically more beautiful, wise, and physically adept than their 
  mortal peers. Two things betray the chimeras’ true nature: their immortality and their resilience. 
  After maturing to their physical prime the chimera stop aging. Many are suspected to be centuries 
  old, if not millennia. More readily apparent than the immortality of the chimera is their unnatural 
  resilience. They have been known to shrug off wounds caused by bullet and blade. Additionally, 
  they are immune to the plague. It is suspected that the chimera created the plague to cleanse the 
  Earth of man and make it their own.
   
   
  Chimera are a rare sight. Most were overwhelmed and killed by mortals during The Fall. 
  Many chimera, bored of mankind’s folly, have hid themselves deep within the plagued plains. Oth-
  ers have such contempt for man that they band together as raiders, tormenting him with raids that 
  strike like natural disaster. Still, most chimera hide within villages and cities, masquerading as mortals. 
  Their motives are unknown. Perhaps they grow attached to certain mortals and act as a guardian. 
  More likely, however, is that they use humans as expendable tools to further their own ends.
   
   
  Swan are the cursed children of chimera. Children born to two chimera are damned.
  5
  ENOCH . CHAD WALKER
  
  As they mature into adolescence, they become tormented by physical pain and psychot-
  ic episodes. By the time they reach adulthood, they have become wretched hulks with 
  warped limbs and hides of twisted cancer. They are shunned by all living things, even beasts. 
  The pain in their bodies is eclipsed by the pain in their minds. Swan burn with rage. Natu-
  ral beauty is a constant reminder of their cursed state and they lash out against its every form.
  Swan are the subject of truly horrific legends. They have killed men, women, and children alike, and 
  often left their victims in a sickening display. When night falls, villagers light torches and bolster their 
  doors out of fear of these monsters. These are useless measures. When swan are enraged, not even 
  the chimera can restrain them, though some have learned to harness it. Cruel masters of childlike 
  swan ignite this rage on command to sic it upon their enemies.
   
   
  Ancients are to animals what chimera are to men. These spirits of wilderness are elusive and 
  unpredictable. Primitive cultures worship them as gods. Two to three times the size of their mortal 
  kin, and possibly sentient, the ancients inspire awe and fear. Ancients are normally oblivious to the 
  doings of man. When their herd or habitat is threatened, however, they become agents of Nature’s 
  wrath. Heirs to the new world, the ancients seem to have the fealty of all beasts. Ancient flagbirds 
  have summoned massive flocks to fill the daylight sky and smother the sun. Ancient Scabland coy-
  otes have led charging packs into columns of panicked soldiers. Some ancients, like the massive river 
  king, do not need the help of their kin to paralyze men with fright.
   
   
  A captured or killed ancient is a valuable prize. As mounts, they are like the war machines 
  of old. Their pelts resist flame, their hides deflect spears, and their fangs make the sharpest arrow 
  heads. Shamans who eat the heart of an ancient are said to absorb their power. For these reasons, 
  men continue to hunt the ancients, putting their own lives at risk.
   
  Demons are the spirits of dead civilization. Deep underground, an ecosystem of machines 
  and electric life sputters in the dark. The demons have survived the Fall and diligently continue to 
  carry out the orders of their creators. Unblinking eyes watch over the corridors of Hell while lesser 
  demons, known as imps, secure resources and repair the damages of flood and infestation. They 
  have done this for a millennium, stopping only to identify, impede, and neutralize intruders.
   
  The wisest of the demons, known as overseers, are not always content with staying in Hell. 
  Perhaps a failing power supply forced them into desperation. Perhaps an electrical surge burnt 
  their minds and they act with insanity. Whatever the cause, the overseers direct their attention to 
  the surface world. It is ripe with biomass, spare parts, and end-users. The human mind is vulnerable 
  to chemical and electrical stimulation. Seduced by ancient treasure, or an escape from the harsh 
  wilderness, men enter the underworld never to be seen again… or worse, to return as drones, the 
  mindless agents of forgotten gods.
   
   
  So the Earth groans with fury, and Hell climbs up from the depths. What of Heaven? The sky 
  once rained falling planes. Burning stations fell from the stars and scattered across the land. Did war 
  and plague ravage Heaven as well? Man survived on Earth, machine survived in Hell, but who now 
  reigns in Heaven? Do they share the world’s plight? Or are they silent masters watching over their 
  creation?
  SAFETY IN NUMBERS
   
  To survive, people gather into one of four distinct community types: nomadic tribe, niche 
  village, city-state, or nation.
  CHAPTER II . THE WORLD OF ENOCH
  6
  
   
  The nomadic tribe is a small group by design, between 10 and 50 strong. As scavengers, 
  hunters, and foragers, the tribe must be agile, able to get up and move as seasons and circum-
  stances dictate. In a tribe, children and the elderly are a liability. Anyone who is unable to earn 
  their own food is a cancer to the tribe. As such, children reach adulthood quickly, often as soon 
  as they are strong enough to carry a spear. The elderly often exile themselves from the tribe in an 
  act of selflessness. Without food stores or structures to weather raid or storm, the tribe is the most 
  vulnerable community. Yet, it is the most enduring at the same time. When disaster comes to their 
  home they leave to find a new one.
   
   
  The niche village is a small to medium group, between 20 and 200 strong. Having discov-
  ered some type of valuable resource, they have built homes and structures around it, claiming it 
  as their own. Such locales might include bountiful hunting grounds, fishing waters, coal mines, farm 
  land, or graveyards of ancient technology. Alternatively, a village might form in holy lands, along 
  trade routes, or in a defendable locale, such as a cave or mountain top. Villages thrive on their sur-
  plus. They use it to trade for goods, or allow some of their numbers to work on permanent projects, 
  such as constructing water wheels, building temples, or resurrecting technologies. Whatever their 
  resource may be, it is their lifeblood, and is defended as such.
   
   
  The city-state is a medium to large group, between 500 and 10,000 strong. City-states are 
  villages that have grown so large, powerful, and influential that they wield regional authority. They 
  are often walled cities with standing armies, impervious to bandit raids or rebellion by surrounding 
  villages tired of their rule. The most impressive structures of the new era are found in city-states. 
  Legions of slaves spend their short and grueling lifetimes constructing the great temples, civic halls, 
  and bazaars found within the city walls. Outside of the city walls, fortresses are erected throughout 
  the region to enforce laws, collect tribute, and protect villages within the city-state’s domain. City-
  states are always expanding. Occasionally, two will meet in disputed territory. Bloody and legend-
  ary battles quickly follow.
   
   
  The nation is the largest but most nebulous group, impossible to quantify. Nations are al-
  liances between several tribes, villages, or city-states. They are typically short lived agreements 
  to cope with a regional threat, but a few nations persevere long after the threat has been dealt 
  with. Nations of tribes have formed to protect themselves from genocide. Nations of villages have 
  formed to overwhelm despotic city-states. Nations of tribes, villages, and city-states have formed 
  to halt invading armies or control an epidemic. Many communities withdraw from a nation as soon 
  as it no longer represents their interests. This is sometimes equated with betrayal and is not soon 
  forgotten by the other members of the nation.
   
   
  Though perceptions vary, most people make unfair generalizations about members of dif-
  ferent communities until they are proven wrong. Members of a tribe are thought to be diseased, 
  feral, and mystical. Members of a village are thought to be naïve, inbred, and fearful. Members of a 
  city-state are thought to be dishonest, greedy, and murderous. The dehumanization of outsiders is 
  widespread, and as a result, so is slavery.
  HEARTS AND MINDS
   
  As a rebel, you do not battle for wealth or power. The world is already ripe with raiders, 
  mercenaries, and tyrants doing that very thing. Instead, you battle to change the world into a better 
  place. How do you accomplish this? By providing the broken denizens of Enoch hope, wisdom, and 
  7
  ENOCH . CHAD WALKER
  
  CHAPTER II . THE WORLD OF ENOCH
  balance....
   
  Hope is a fleeting luxury in the world of Enoch. Most people are slaves or scavengers living 
  in squalor. They tremble before a vengeful Nature and their souls are crushed by slave-drivers and 
  priest-kings. Their desperation is absolute. The tragedy is not that they live in constant misery, but 
  that they have come to accept it. The only thing keeping them going is fear of a painful and humiliat-
  ing death.
   
   
  As a rebel, you are a symbol of change. You depose tyrants, divert Nature’s wrath, and 
  challenge the gods. As tales of your exploits spread throughout the land, the desperate masses will 
  dream that you or other rebels will some day deliver them from their suffering. Perhaps you will 
  heed their call, perhaps you will expire before you have the chance. Should you perish in your ef-
  forts, you will likely inspire new heroes who will rise from the ranks of those who have suffered the 
  most...
   
   
  Wisdom is rare among the fear-wracked denizens of Enoch. No one dares to leave their 
  village. The creatures of the elders’ fireside stories dwell in the shadows of the wilderness. Rituals 
  to ward off evil are widespread and elaborate. Civilized communities, frightened by a stroke of the 
  supernatural, can spiral into cult ritualism as extreme as human sacrifice. Religious tyrants rise from 
  scared societies where fear is power.
   
   
  As a rebel, you will brave forbidden domains and face nightmare beings in order to discover 
  the true nature of Enoch’s evils. You will go to any length for this: from treading plagued lands in 
  search of chimera to entering Hell and bartering with demons. You throw yourself into the darkness. 
  Should your heresy elevate mankind, you would gladly face the ire of any faith you’ve scorned...
   
  Balance will help this era avoid the same fate as the previous era. Mankind is always on the 
  verge of oblivion. The powerful factions of Enoch battle over minds and resources. However, these 
  factions merely imitate on a grand scale the dramas that unfold between people in small villages. 
  There are so few humans left on the planet that the actions of each and every one resonate through-
  out the known world.
   
   
  As a rebel, you understand that your actions, even those unseen by others, shape the world 
  and the future. Both empowered and burdened by this truth, you have vowed to right some wrong 
  of the world at any cost. You will tread carefully, however. If you become blinded by the light of 
  your cause, you may commit crimes more heinous than those that compelled you to action.
  THE CHOICE IS YOURS
   
  Humanity is brutalized by harsh environments, terrorized by otherworldly creatures, and 
  broken by the indignities it continues to inflict on itself. Will you act to elevate the species? Or will 
  you be seduced by the wealth and power of petty factions? History is watching.
   
  The next chapter deals with ENOCH’s game engine: The Sphere System. By reading it, you 
  will learn how to construct a character (your own rebel), and how it can interact with other charac-
  ters and creatures in the game world...
  8
  
  ENOCH . CHAD WALKER
  CHAPTER III: THE SPHERE SYSTEM
  1.0 Spheres 
   
   
   
   
   
   
   
   
   
   
   
   
  Spheres are broad categories of human ability and understanding. There are eight spheres: 
  Combat, Medicine, Cunning, Presence, Lore, Conviction, Technology and Survival. 
   
   
  Characters are defined by their sphere ratings. Spheres are rated on a scale of 1 to 10, with 
  1 being the worst and 10 being the best. These ratings are representative of characters’ knowledge, 
  training, and natural talent in each of the spheres. When a character performs an action, the likeli-
  hood of her success is based on her sphere ratings. Beginning characters have 48 points to allocate 
  between the eight spheres, with no sphere rated higher than 8, or lower than 3.
   
  The Combat sphere represents a character’s ability to defend himself. This sphere also influ-
  ences actions such as developing a strategy (Combat + Lore) and repairing armor (Combat + Tech-
  nology). A character with a Combat sphere rating of 3 knows to protect her vitals; a character with a 
  rating of 8 can use many types of weapons and develop complex tactics.
   
  The Medicine sphere represents a character’s ability to heal wounds and treat sickness. This 
  sphere also influences actions such as foraging for medical herbs (Medicine + Survival) and diagnos-
  ing mental illness (Medicine + Presence). A character with a Medicine sphere rating of 3 knows that 
  bleeding is bad; a character with a rating of 8 can perform surgery if she has the right tools.
   
  The Cunning sphere represents a character’s ability to sneak and deceive. This sphere also 
  influences actions such as detecting traps (Cunning + Technology) and recognizing a con (Cunning 
  + Lore). A character with a Cunning sphere rating of 3 knows to not step on twigs when she is sneak-
  ing; a character with a rating of 8 can get the drop on even the most elusive prey.
  9
  
   
  The Presence sphere represents a character’s ability to influence people. This sphere also 
  influences actions such as intimidating opponents (Presence + Combat) and haggling (Presence + 
  Cunning). A character with a Presence sphere rating of 3 knows when to avoid eye contact; a char-
  acter with a rating of 8 typically has others tripping over themselves to help her.
   
  The Conviction sphere represents a character’s ability to cope with mental duress. This 
  sphere also influences actions such as giving a speech (Conviction + Presence) and resisting torture 
  (Conviction + Survival). A character with a Conviction sphere rating of 3 knows that it is possible to 
  overcome fear; a character with a rating of 8 will likely die before she loses her nerve.
   
  The Lore sphere represents a character’s ability to recall facts and solve problems. This 
  sphere also influences actions such as identifying a beast (Lore + Survival) and translating mystical 
  text (Lore + Conviction). A character with a Lore sphere rating of 3 knows the gist of popular myths; 
  a character with a rating of 8 can use a myth’s symbolic meaning to unravel mysteries.
   
  The Survival sphere represents a character’s ability to cope with physical duress. 
  This sphere also influences actions such as tracking beasts (Survival + Cunning) and recog-
  nizing poisonous fruit (Survival + Lore). A character with a Survival sphere rating of 3 knows 
  not to eat bright berries; a character with a rating of 8 could thrive in a toxic wasteland.
   
   
  The Technology sphere represents a character’s ability to manipulate technology. This 
  sphere also influences actions such as identifying ancient machines (Technology + Lore) and creat-
  ing medicines (Technology + Medicine). A character with a Technology sphere rating of 3 knows 
  that machines must be fed before they’ll function; a character with a rating of 8 can restore life to 
  ancient technologies.
  1.1  Saves 
   
   
   
   
   
   
   
   
   
   
   
   
  Saves are derived from spheres. There are four saves: Willpower, Awareness, Reason, and 
  Defense. They are referred to any time a character (or creature) attempts to do something to an-
  other character, such as attack her or lie to her.
  Willpower is used to defend oneself from intimidation, seduction, and interrogation. It is equal to 
  Conviction – 3 or Presence – 3, whichever is greater. 
  Awareness is used to defend oneself from sneaking, pick pocket attempts, and deception. It is 
  equal to Cunning – 3 or Lore – 3, whichever is greater.
  Reason is used to defend oneself against the effects of blood magic and demonic powers. It is equal 
  to Technology – 3 or Medicine – 3, whichever is greater.
  Defense is used to defend oneself from all forms of physical attack. It is equal to Combat – 2 or 
  Survival – 2, whichever is greater.
   
  1.2 Skill Checks 
   
   
   
   
   
   
   
   
   
   
   
  When a character attempts to do anything that is both of consequence and out of the or-
  dinary, the GM may ask the character to make a skill check. There are two types of skill checks: op-
  10
  CHAPTER III . THE SPHERE SYSTEM
  
  posed and unopposed. Opposed rolls are used in conflicts between characters. Unopposed rolls 
  are used in conflicts between a character and her environment (or herself).
   
   
  To make a skill check, a player rolls a D20. The result must be equal to or lower than a Target 
  Number (TN) for her character to succeed. A result higher than the TN results in failure. Opposed 
  and unopposed rolls use different formulas to determine a TN.
  1.3 Unopposed Rolls 
   
   
   
   
   
   
   
   
   
   
   
  Unopposed rolls are required for skill checks that are not against another character. The fol-
  lowing actions are examples of unopposed rolls; applying first aid to a comrade, repairing a jammed 
  firearm, identifying a rare herb, or picking a lock.
   
   
  To determine the TN for an unopposed roll, the GM chooses two spheres that are most ap-
  propriate to the action taken. The TN is the sum of these two spheres. This is the formula:
   
  TN = Sphere A + Sphere B
   
  Example: Blake wishes to pick the lock of his prison cell. The GM decides that the two most ap-
  propriate Spheres for picking a lock are Technology and Cunning. Blake’s Technology is 4, and his Cun-
  ning is 7. The sum of the two Spheres is 11. Blake must roll an 11 or less on a D20 to successfully pick the 
  lock. If he rolls 12 or more, he fails to pick the lock.
   
  Unopposed rolls have varying degrees of difficulty. The GM decides the level of difficulty of 
  the action and refers to the chart below to determine the TN:
   
   
  SKILL CHECK DIFFICULTY 
   
  FORMULA
   
  Easy 
   
   
   
   
  Automatic Success
   
  Average 
   
   
   
  TN = Sphere A + Sphere B
   
  Difficult 
   
   
   
  TN = (Sphere A + Sphere B) - 5
   
  Very Difficult  
   
   
  TN = (Sphere A + Sphere B) - 10
   
  Impossible 
   
   
   
  Automatic Failure
   
  Example: Blake wishes to pick the lock of his prison cell, but his hands are tied behind his back. 
  The GM decides that the two most appropriate spheres for picking a lock are Technology and Cunning. 
  Blake’s Technology is 4, and his Cunning is 7. The sum of the two spheres is 11. The GM decides this 
  would be a Very Difficult action, which has a penalty of 10. Instead of an 11, Blake must roll a 1 to suc-
  ceed.
  1.4  Opposed Rolls 
   
   
   
   
   
   
   
   
   
   
   
  Opposed rolls are required for skill checks that are against another character. The character 
  doing the action (making the roll), is the attacker. The target of the action is the defender. The fol-
  lowing actions are examples of opposed rolls: sneaking past a sentry, attacking an opponent, inter-
  rogating a captive, or tracking a wild animal.
   
  11
  ENOCH . CHAD WALKER
  
  CHAPTER III . THE SPHERE SYSTEM
   
  An opposed roll is a modified version of an unopposed roll. This is the formula:
   
  TN = (Attacker’s Sphere A + Attacker’s Sphere B) – Defender’s Save
   
  The GM picks the defender’s most appropriate save and subtracts it from the attacker’s TN. If the 
  attacker rolls equal to or less than the TN, she succeeds against the defender. If the attacker rolls 
  more than the TN, the defender wins.
   
   
  Example: Cain wishes to punch Abel. The GM decides that the two most appropriate spheres 
  for punching are Combat and Survival. Cain’s Combat is 6 and his Survival is 6. The sum of the two 
  spheres is 12. However, the GM decides that Abel defends with his Defense, which is 3. Cain’s TN is now 
  9 (12 –3). If Cain rolls equal to or less than a 9, he strikes Abel. If he rolls 10 or more, he misses.
   
  Example: Abel wishes to persuade Cain to stop attacking and settle things peacefully. The GM 
  decides that the two most appropriate spheres for calming the enraged sibling are Conviction and Pres-
  ence. Abel’s Conviction is 4 and his Presence is 7. The sum of the two spheres is 11.  However, the GM 
  decides that Cain defends with his Willpower, which is 4. Abel’s TN is now 7 (11 – 4). If Abel rolls equal 
  to or less than a 7, he pacifies Cain. If he rolls 8 or more, Cain continues his assault.
  1.5 Fail State 
   
   
   
   
   
   
   
   
   
   
   
  Before asking a player to make a skill check, the GM should define the fail state for the skill 
  check. The fail state is the consequence of failing the skill check. For example: if a character is at-
  tempting to pick a lock, then the fail state could be that he jams the lock and renders it incapable of 
  future lock picking. The fail state exists so that players can make an informed decision about what 
  their characters are about to do.
   
   
  To preserve a story’s dramatic elements, the GM is allowed to be vague when defining the 
  fail state. For example: if a character is attempting to sneak into an ancient temple, then the fail state 
  could be that she will be noticed by whomever (or whatever) may reside in the temple. The GM 
  need not say explicitly to the player that she’ll be attacked by a swarm of vicious primates.
  1.6 Tools and Skill Checks 
   
   
   
   
   
   
   
   
   
   
  Tools aid characters in skill checks by providing bonuses to the TN. Each tool has a bonus 
  between -5 and +5.
  1.7  Teamwork  
   
   
   
   
   
   
   
   
   
   
  If the GM deems it appropriate, two characters can combine their efforts to increase the 
  chances of succeeding at an unopposed roll. This downgrades a Difficult task to an Average Task, or 
  a Very Difficult task to a Difficult task. The character with the highest sphere scores makes the roll. 
  However, even minor breakdowns in coordination and communication can be disastrous to team-
  work. As such, the fail state of teamwork attempts should always be more severe.
   
  Example: Rosencrantz and Guildenstern wish to deactivate an alarm. The GM decides this would 
  be a Difficult action, which has a penalty of 5. The fail state is a 50% chance of tripping the alarm. The 
  two decide to work on this task together, downgrading the task’s difficulty from Difficult to Average. 
  12
  
  ENOCH . CHAD WALKER
  2.0  Combat 
   
   
   
   
   
   
   
   
   
   
   
   
  Combat in ENOCH is resolved through opposed and unopposed rolls. However, to man-
  age the complexities of combat, it is broken down into turns. A combatant can take an action 
  and move during her turn. When her turn is complete, she may not act or move again until all 
  other combatants have taken their turn. Each turn represents a few seconds in the game world.
  Combat begins when an attack is made. Whoever declares an attack first goes first. Disputes are 
  settled with a simple dice roll. Turn order after the first attack is determined by each combatant’s 
  Initiative. The following is the formula for Initiative:
   
   
  Initiative = Combat + Cunning
   
   
  Whoever has the highest initiative goes next. Whoever has the lowest goes last. Ties are 
  settled with a simple dice roll. The turn order repeats itself until combat is over.
   
  Example: An assassin springs forth from behind a temple pillar, striking at the high priest as he 
  and his bodyguard walk to his chamber. The assassin attacked first, so she goes first. The high priest’s ini-
  tiative is 10. The bodyguard’s initiative is 14. Turn order will go; 1) Assassin, 2) Bodyguard, 3) High Priest, 
  and repeat in this order until combat is over.
   
  An unconscious or dying character maintains her place in turn order.
  13
  However, using teamwork, the fail state is a 100% chance of the alarm going off.
  
  14
  CHAPTER III . THE SPHERE SYSTEM
  2.1  Turns 
   
   
   
   
   
   
   
   
   
   
   
   
  During her turn, a character can do one of the following: 
   
  1. 
  Move
   
  2. 
  Take an action.
   
  3. 
  Move, and then take an action.
   
  4. 
  Take an action, and then move.
  2.2  Movement 
   
   
   
   
   
   
   
   
   
   
    
  Movement in Enoch is relative. When moving, a character changes her range relative other 
  characters or objects. Range is split into five distances:  Melee, Short, Medium, Long, and Extreme. 
  Melee range is anywhere within a few yards. Short range is everywhere outside of Melee range but 
  no further than 30 yards, or roughly ¼ of a football field. Medium range is everywhere outside of 
  Short range but no further than 60 yards, or roughly ½ of a football field. Long range is everywhere 
  outside of Medium range but no further than 120 yards, or the length of a football field. Extreme is 
  anything beyond that, up to a mile away.
   
   
  Each turn, a character can change her range relative to a target by one level (Short to Medi-
  um or Extreme to Long, for example). However, a character changing range through difficult terrain 
  (uphill, upstream, through dense jungle, etc.) must also spend her action navigating.
   
   
  A character may also opt to do a full sprint. This closes the character’s relative range to a 
  target by two levels (Extreme to Medium, Long to Short, Medium to Melee). However, a character 
  doing a full sprint forfeits her action that turn.
   
  Example: It is the Outrider Vander’s turn. An assassin has fired a hand crossbow at him from Short 
  range (roughly 20 yards away from Vander). Vander’s only weapon is his machined knife. Vander’s player 
  decides that he will move (to reduce his range from the assassin from Short to Melee), then attack.
   
  Example: Vander notices that the assassin has a partner, who is readying his musket at Medium 
  range. Vander’s player decides that he will finish off the assassin next to him, then move to take cover 
  behind the wreckage of an ancient vehicle (which is Short range away from him).
   
  Example: Vander slew the first assassin, and took cover before the other assassin fired his black-
  powder musket. Vander decides that he will rush the second assassin, who will be dropping his musket 
  and fumbling for a melee weapon (or running away, if he is smart). Vander takes no action that turn, but 
  sprints toward the assassin (closing his range from the assassin from Medium to Short to Melee in one 
  turn).
   
  Example: The assassin decides that he stands no chance against Vander in melee combat, so he 
  flees. However, the only path of escape is to slog through the marsh behind him. The assassin moves 
  once (increasing his range from Vander from Melee to Short), but must use his action navigating the 
  rough terrain. Instead of chasing the assassin, Vander grabs his machined blade by the tip and prepares 
  to throw it into the spine of the coward.
  
  15
  ENOCH . CHAD WALKER
  2.3 Actions 
   
   
   
   
   
   
   
   
   
   
   
   
  A character may take an action during her turn.  An action may take no longer than a few 
  seconds. Examples of actions are: attacking an enemy, performing first aid on a fallen comrade, or ac-
  tivating a simple machine. Some actions may require a skill check. Many will not. Prolonged actions 
  may take multiple actions and thus turns to accomplish. Examples of prolonged actions are: picking 
  a lock, reloading a black-powder musket, or repairing a simple machine. Prolonged may require a 
  skill check, or multiple skill checks, or none at all.
   
  Ultra mundane tasks such as opening a door, waving one’s hands, and speaking a few words 
  do not count as actions, and can be done during a character’s turn in conjunction with whatever ac-
  tion she takes.
  2.4  Attacks
   
   
   
   
   
   
   
   
   
   
   
  The most typical action a character can take during her turn is to attack an opponent. 
  Attacks are resolved through opposed rolls. The TN of an attack depends on the type of attack 
  performed: 
   
   
   
  Unarmed/Melee Attacks such as hand-to-hand attacks, blades, clubs…
   
   
  TN = (Attacker’s Combat + Attacker’s Survival) – Defender’s Defense Save
   
  Ranged Weapon Attacks such as archery, firearms, artillery…
   
   
  TN = (Attacker’s Combat + Attacker’s Technology) – Defender’s Defense Save
   
  Skill Attacks such as whips, throwing weapons…
   
   
  TN = (Attacker’s Combat + Attacker’s Cunning) – Defender’s Defense Save
   
  If an attack is successful, the target of the attack takes damage. If the attack is unsuccessful, 
  the target of the attack takes no damage.
  3.0  Health 
   
   
   
   
   
   
   
   
   
   
   
   
  All characters have Hit Points (HP), which represent their current health. All characters begin 
  with 20 HP. When a character is injured, she loses HP. When a character’s HP reaches 0 or less, she 
  falls unconscious and is dying. 
   
  While dying, a character loses 1 HP per minute (or combat turn). If her HP reaches -10, she 
  has died. Before that happens, the character may be stabilized by a comrade. A dying character that 
  is stabilized no longer loses 1 HP per minute/turn, and will regain consciousness as soon as her HP is 
  raised above zero through natural means.
   
  To stabilize a fallen comrade, an unopposed roll is made using the Medicine sphere and 
  whatever sphere is most appropriate to the injury that incapacitated the character. If the injury is a 
  knife or gun wound, Medicine + Combat would be appropriate. If the injury is from falling or being 
  poisoned, Medicine + Survival would be appropriate. This roll is penalized by a number equal to 
  the dying character’s negative HP.
  
  16
  CHAPTER III . THE SPHERE SYSTEM
   
  Example: Mort has been shot at close range, lowering his HP to -2. He crumples to the ground, 
  dying. One turn passes, and his HP is reduced to -3. Watts, one of Mort’s allies, rushes over to Mort and 
  attempts to stabilize him. The GM decides that the two most appropriate spheres for stabilizing Mort 
  are Medicine + Combat. Watts’ Medicine is 8 and his Combat is 6. The sum of the two spheres is 14. His 
  TN is 11 (the sum of his spheres – Mort’s HP of -3). Watts must roll an 11 or less on a D20 to successfully 
  stabilize Mort. If Watts succeeds, Mort’s HP will remain at -3 until he has healed naturally. If Watts fails, 
  Mort’s HP will drop to -4 next turn.
   
  If a stabilized character is injured again, he must be stabilized again.
  3.1  Knock-Out Threats
   
   
   
   
   
   
   
   
   
   
  Any time a character’s HP is brought below 10, or she is struck with a Blunt weapon (such as 
  a fist or a club), she must save against Knock-Out (KO). This is done by rolling a D20 with a TN equal 
  to her current HP. If she succeeds, she remains conscious. If she fails, she passes out for a number of 
  minutes (or combat turns [4.0]) equal to 20 – her current HP.
   
  Example: Aaron is crushed beneath the hooves of an ancient elk, taking 5 Blunt damage. This 
  brings his HP down to 15. He must roll to save against KO because he received Blunt damage. If Aaron 
  rolls equal to or less than 15, he remains conscious. If he rolls 16 or more, Aaron passes out for 5 minutes/
  turns (20 – 15).
   
  Example: Caleb is brutally stabbed in the side by a wasteland savage, taking 12 damage. His HP 
  is brought down to 8. He must roll to save against KO because his HP has dropped below 10. If Caleb 
  rolls equal to or less than 8, he remains conscious. If he rolls 9 or more, Caleb passes out for 12 minutes/
  turns (20 – 8).
   
  Once below 10 HP, a character must save against a KO every time they lose HP.
   
  Example: Caleb clings to consciousness after being stabbed, but is stabbed again for 6 damage. 
  His HP is brought down to 2. He must now roll equal to or less than a 2 to remain conscious.
  3.2  Restoring HP
   
   
   
   
   
   
   
   
   
   
   
  A character that gets eight hours of rest in a safe place regains a number of HP equal to her 
  Medicine sphere. This represents the character resting and tending to her wounds. Many environ-
  ments make this type of restoration impossible without adequate shelter. Examples include bug 
  infested jungles, toxic plains, and any locale experiencing inclement weather.
  4.0  Weapons
   
   
   
   
   
   
   
   
   
   
   
  Weapons are split into two categories: melee and ranged. Melee weapons can be used to 
  strike opponents within feet of the attacker, and Ranged weapons can be used to strike opponents 
  far away from the attacker. Some weapons can be used as both. For example: a spear may be thrown 
  or used in melee.
   
   
  Each weapon is defined by its Damage (D) and Accuracy (A). Most weapons of a specific 
  type, such as one-handed blades, are of similar Damage and Accuracy, though craftsmanship or 
  
  17
  ENOCH . CHAD WALKER
  modification may alter this.
  4.1  Weapon Damage 
   
   
   
   
   
   
   
   
   
   
   
  Most weapons inflict either Lethal (L) or Blunt (B) damage, though many can be used to 
  inflict both. For example: a spear (L) may be used like a staff (B), or a pistol (L) may be used like a 
  club (B). Blunt weapons tend to inflict less damage than lethal weapons, but have the advantage of 
  forcing a KO check with every successful hit.
  4.2  Weapon Accuracy  
   
   
   
   
   
   
   
   
   
  A weapon’s Accuracy (A) is the bonus to an attacker’s TN when using that weapon. Any 
  weapon that is used in a manner it was not designed for has an Accuracy of 0. Examples: A scat-
  tergun has A +4 when fired at a target, but A 0 when used in melee. A one-handed blade has A +2 
  when used in melee, but A 0 when thrown.
  4.3  Range 
   
   
   
   
   
   
   
   
   
   
   
   
  Ranged weapons are able to strike an opponent within their Range (R). Range is split into 
  five relative distances; Melee, Short, Medium, Long, and Extreme. Melee range is anywhere within 
  a few yards. Short range is 30 yards, or roughly ¼ of a football field. Medium range is 60 yards, or 
  roughly ½ of a football field. Long range is 120 yards, or the length of a football field. Extreme is 
  anything beyond that, up to a mile away. Throw range is always short, unless noted otherwise.
  
  CHAPTER III . THE SPHERE SYSTEM
  18
  4.4  Weapons in Enoch  
   
   
   
   
   
   
   
   
   
  Melee combat is the most predominant form of combat in Enoch, but the heroic weapons of 
  fantasy games must be traded in for a new, vulgar set of weapons: crowbars, sledgehammers, shivs, 
  tire irons, street signs, shovels, bicycle chains, parking meters, and anything else that can be found. 
   
   
  Most carried weapons have some type of survival or trade utility. Consider two-handed 
  blades: it is unlikely that you would encounter a claymore in Enoch. Such a weapon has little utility 
  outside of combat. A fireman’s axe, however, has great utility. It can be used to cut firewood and 
  smash through the doors and windows of old ruins.
   
   
  The following charts list generic weapon types and attacks:
   
  MELEE WEAPONS  
  D 
  A 
  R
   
  One-handed blade 
   
  6L 
  +2 
  Melee
   
  One-handed club 
   
  4B 
  +2 
  Melee
   
  Two-handed blade 
   
  8L 
  +1 
  Melee
   
  Two-handed club 
   
  6B 
  +1 
  Melee
   
   
  UNARMED ATTACKS 
  D 
  A 
  R
   
  Punch/Kick 
   
   
  2B 
  0 
  Melee
   
  Unarmed Weapon1 
   
  3L 
  0 
  Melee
   
   
  RANGED WEAPONS 
  D 
  A 
  R
   
  Short Bow 
   
   
  6L 
  +2 
  Short
   
  Long Bow 
   
   
  8L 
  +2 
  Long
   
  Hand Crossbow2 
   
  7L 
  +3 
  Short
   
  Crossbow2 
   
   
  9L 
  +3 
  Long
   
   
  THROWN WEAPONS 
  D 
  A 
  R
   
  Bladed Projectile 
   
  4L 
  +1 
  Short
   
  Blunt Projectile  
   
  3B 
  +1 
  Short
   
  Javelin  
   
   
  6L 
  +1 
  Medium
   
  Bomb3  
   
   
  10L 
  0 
  Short
   
  1 Unarmed Weapons include items such as martial arts claws, or spiked armor.
   
  2 Crossbows require 1 turn to reload.
   
  3 Bombs damage all targets within a 10 ft radius of their impact point. Targets within the blast radius can im-
  mediately make a Difficult unopposed roll of Combat + Cunning to dive out of the blast radius.
  5.5 Firearms in Enoch 
   
   
   
   
   
   
   
   
   
   
  Most firearms found in the Enoch world are black powder designs or cobbled-together 
  Frankenstein variations on modern firearms. Few high tech weapons have survived the millennium 
  following the Fall. These weapons fired a sophisticated type of ammunition that was electrically 
  ignited by a demon bound to the firearm. Finding such a weapon intact is hard enough, but finding 
  the specialized ammunition it requires is nearly impossible.
   
   
  
  ENOCH . CHAD WALKER
  19
   
  The following is a list of generic firearm types:
   
  CRUDE FIREARMS  
  D 
  A 
  R 
   
  Ammo Capacity
   
  Black Powder Pistol 
   
  10L 
  +1 
  Short  
  1/muzzle loaded 
   
  Black Powder Musket  
  10L 
  +2 
  Long  
  1/muzzle loaded
   
  Black Powder Scattergun 
  7L1 
  +3 
  Medium 
  1/muzzle loaded
   
  Black Powder Revolver 
  8L 
  0 
  Short  
  6/cylinder
   
  1 Scatterguns that strike a target within Short range hit twice. DR applies to each hit separately.
   
  While crude firearms cannot compete with their pre-Fall counterparts, they do have 2 dis-
  tinct advantages. First and most importantly, is availability. Black powder weapons are relatively 
  common in Enoch, and their ammunition is easy to find. Lead balls and black powder are mass 
  produced in some regions. The other advantage crude weapons have is that they are rugged and 
  designed for abuse in melee combat. Pistols and revolvers can be gripped at the barrel and used as 
  a club (D: 3B A: 0). Muskets usually have a shoulder stock that may be used as a melee weapon (D: 
  5B A: 0) and can be fitted with a bayonet (D: 7L A: 0). Scatterguns may be used in melee (D: 5B A: 
  0), but may not be fitted with a bayonet.
   
  The following is a list of ancient firearms:
   
  ANCIENT FIREARMS 
  D 
  A 
  R 
   
  Ammo Capacity
   
  Machine Pistol2 
   
  7L 
  +3 
  Medium 
  15/clip
   
  Submachine Gun2 & 3  
  8L 
  +2 
  Medium 
  50/clip
   
  Assault Rifle2 & 3 
   
  10L 
  +3 
  Extreme 
  30/clip, 100/drum
   
  Combat Shotgun2 
   
  7L1 
  +4 
  Medium 
  12/drum
   
  1 Shotguns that strike a target within Short range hit twice. DR applies to each hit separately.
   
  2 These weapons are capable of Burst Fire. Burst Fire adds +3 to damage, but uses 3 rounds. Additionally, the 
  shooter forfeits the weapon’s Accuracy bonus when using Burst Fire.
   
  3 These weapons are capable of Full Auto Fire. Full Auto Fire adds +5 to damaage, but uses 10 rounds. Addi-
  tionally, the shooter forfeits the weapon’s Accuracy bonus when using Full Auto Fire.
   
  Ancient firearms are extremely powerful and rare relics of the past. They have variable fire 
  modes and are known to accept exotic types of ammunition, including armor piercing rounds (ig-
  nore all DR) and non lethal rounds (do Blunt damage), among others. However, these lightweight 
  killing machines require much maintenance and devotion. They may not be used in melee combat 
  without the risk of serious malfunction. An ancient firearm that has been abused loses its Accuracy 
  bonus and has its Range reduced by one level, until the weapon is realigned in a workshop (which 
  typically requires a full day of work and a full clip or drum of ammunition). Additionally, because 
  these weapons have a demon bound to them, they have been known to act autonomously, and 
  even turn on their masters.
  4.0  Armor 
   
   
   
   
   
   
   
   
   
   
   
   
  Armor reduces the amount of damage its wearer receives from injury at the price of encum-
  bering its wearer. All armor is defined by Damage Reduction (DR), and Encumbrance (E). Generally, 
  the DR and E of armor are equal, though special materials and construction may alter this.
  
  20
  CHAPTER III . THE SPHERE SYSTEM
  4.1  Damage Reduction  
   
   
   
   
   
   
   
   
   
  An armor’s Damage Reduction (DR) is the amount of damage that armor’s wearer ignores 
  every time she is injured. For example, if a character wearing junk mail (with a DR of 3) was struck 
  with a knife (which does 6 damage), she would only take 3 damage. If an armor’s DR is equal to or 
  higher than the amount of damage received, the wearer receives no damage. Donning or removing 
  armor takes a number of minutes equal to an armor’s DR.
  4.2  Encumbrance  
   
   
   
   
   
   
   
   
   
   
  Encumbrance (E) is a penalty to the wearer’s Initiative as well as a penalty to any skill check 
  involving agility, acrobatics, and stealth. This penalty is active as long as the armor is worn.
   
  Example: The contractor Reno, who is wearning Reinforced Junk Mail (DR of 4, E of 4), wishes to 
  creep down a corridor silently so he that doesn’t alert the sentry around the corner. After considering 
  the sentry’s Awareness save, Reno’s TN is 11. However, the GM decides that the bulky armor makes a lot 
  of noise, and therefore, Reno’s TN for this action is penalized by his armor’s Encumbrance, reducing his 
  TN to 7 (11 – E of 4).
  4.3  Armors in Enoch  
   
   
   
   
   
   
   
   
   
   
  The following is a list of common types of armor:
   
  ARMOR TYPE 
   
  DR 
  E
   
  Leather Armor  
   
  1 
  1
   
  Sports Padding 
   
  1 
  1
   
  Buckler  
   
   
  1 
  1
   
  Kevlar Helmet  
   
  1 
  1
   
  Reinforced Leather Armor 
  2 
  2
   
  Junk Mail 
   
   
  3 
  3
   
  Bullet Proof Vest 
   
  3 
  3
   
  Reinforced Junk Mail  
  4 
  4
   
  Riot Shield 
   
   
  4 
  4
   
  Machined Armor 
   
  5 
  5
   
  
  21
  ENOCH . CHAD WALKER
  4.4  Cover 
   
   
   
   
   
   
   
   
   
   
   
   
  Cover deflects and absorbs ranged attacks. Like armor, cover has DR. The following is a list 
  of typical forms of cover and their respective DR ratings:
   
  COVER 
  DR
   
  Forest brush 
  1
   
  Wooden wall 2
   
  Tree trunk 
  3
   
  Brick wall 
  4
   
  Metal vault 
  10
   
  Tank armor 
  20
  5.0  Hazards
   
   
   
   
   
   
   
   
   
   
   
  The world of Enoch is one of dangerous and exotic locations. Environments often pose just 
  as great a threat as enemies. Such hazards are organized into two categories: physical hazards and 
  elemental hazards.
  5.1 Physical Hazards
   
   
  Physical hazards are subject to all normal damage rules. The following chart lists typical phys-
  ical hazard damage:
   
  PHYSICAL HAZARD D
   
  Thrown in rebar spike  
  7L
   
  Thrown into pane of glass 
  5L
   
  Thrown into concrete wall 
  3B
   
  Falling  
   
   
  2B per yard of falling
   
  Sandstorm 
   
   
  3L per turn, until victim finds shelter
  5.2 Elemental Hazards
   
   
  Elemental damage ignores DR from armor and is inflicted on the victim at the beginning of 
  their turn. The following chart lists typical elemental hazard damage:
   
  ELEMENTAL HAZARD 
  D
   
  Fire 
   
   
   
  3L per turn, until flames on victim are extinguished1.
   
  Fire (Intense Heat) 
   
  6L per turn, until flames on victim are extinguished1.
   
  Electricity 
   
   
  3B per turn, until victim is removed from source.
   
  Electricity (High Voltage) 
  10B per turn, until victim is removed from source.
   
  Acid 
   
   
   
  3L per turn, for three turns.
   
  Acid (Highly Corrosive) 
  6L per turn, for three turns.
   
  1Characters on fire who take 1 turn rolling on the ground extinguish the flames.
  
  22
  CHAPTER III . THE SPHERE SYSTEM
  6.0 Special Combat Maneuvers
   
  Characters can perform 1 of 6 combat maneuvers during their turn: Deathblow, Sure Shot, 
  Preservation Mode, Throw, Bypass Armor/Cover, or Hold Action.
  6.1  Deathblow
   
   
   
   
   
   
   
   
   
   
   
  Deathblow is a risky, but overpowering attack. To perform a deathblow, a player must de-
  clare she is doing so before making an attack roll. The TN for a deathblow is the same as a normal 
  attack. If the deathblow is successful, double damage is inflicted. After a character attempts a death-
  blow, she is vulnerable. While vulnerable, she loses her Defense Save until her next turn.
   
   
  Example: Cathy is attacked by two mercenaries. Outnumbered, she risks performing a death-
  blow on one of them to quickly even the odds. Her player announces the deathblow and makes the 
  attack roll. Success! Typically doing 9 points of damage with her katana, she does 18 points of damage! 
  Cathy slices through the rib of one of the mercenaries in a shower of blood. Failing his KO save, he flops 
  to the ground in shock. Off balance from her deathblow, Cathy no longer can defend herself. The other 
  mercenary senses this and strikes. The mercenary’s TN to hit Cathy is typically 9 (His combined 14 – Her 
  Defense of 5). However, she is vulnerable until her next turn. The mercenary’s TN is 14. Cathy braces for 
  a deathblow aimed at her.
   
  GMs may decide that successful Deathblows immediately dispatch unimportant foes, re-
  gardless of the damage inflicted.
  6.2 Sure Shot
   
   
   
   
   
   
   
   
   
   
   
  Sure shot is a risky, but highly accurate attack. To perform a sure shot, a player must declare 
  she is doing so before making an attack roll. The TN for a sure shot ignores a target’s Defense. If the 
  sure shot is successful, normal damage is inflicted. After a character attempts a sure shot, she is vul-
  nerable. While vulnerable, she loses her Defense Save until her next turn.
   
  Example: After a short and brutal brawl with a legionary, an injured slave is fleeing from a labor 
  camp. Legionary Gunter knows that if this slave escapes, it will give the rest of the shackled slaves hope. 
  He must set an example. Gunter raises his crossbow and leads the fleeing target. He has one shot before 
  the slave vanishes into the brush. Taking the slave’s Defense save of 3 into account, Gunter’s TN will be 
  11. Leaving nothing to chance, he performs a sure shot, raising his TN to 14. The bolt whistles through 
  the air and pierces the side of the escapee, who lets loose a blood-curdling cry and splashes into a 
  swamp. Gunter smirks and lowers his crossbow to survey the other slaves. His smirk instantly morphs 
  to an expression of horror. A mob of shackled slaves engulfs him. He has no Defense save until his next 
  turn.
  6.3 Preservation Mode
   
   
   
   
   
   
   
   
   
   
  Preservation Mode is a highly defensive maneuver. To perform preservation mode, a player 
  must declare she is doing so at the beginning of her turn. Until the beginning of her next turn, her 
  Combat sphere rating (minus her armor’s E) is added to her Defense save, making her very difficult 
  to hit. However, while in preservation mode, a character cannot take any actions such as attacking an 
  enemy or performing first aid. She may move, but cannot sprint or navigate difficult terrain.
  
  23
  ENOCH . CHAD WALKER
   
   
   
  Example: Volya and her fellow soldiers are rushing a Legion fort protected by trenchwork and 
  a troupe of archers. The entrance to the fort is at Extreme range. Volya enters Preservation Mode: she 
  scrambles to and from cover en route to the entrance. Volya’s Defense save is 5. Her armor’s E is 2. Be-
  cause she is in preservation mode, she adds her Combat sphere rating (minus 2 for E) to her Defense 
  save, resulting in a 10 (7 -2 + 5 = 10). All attacks made against Volya are penalized by 10. Even if an 
  enemy performs a sure shot at her (ignoring her Defense), the attack is still penalized by her Combat 
  sphere rating of 5.
  6.4 Throw
   
   
   
   
   
   
   
   
   
   
   
   
  Throws are hand-to-hand attacks that hurl an opponent into a hazard that is up to 10 feet 
  away. To perform a throw, a character must declare she is doing so before making an attack roll.  The 
  TN of a throw is identical to that of an unarmed attack. If successful, the target is thrown into any 
  nearby hazard of the attacker’s choosing. If unsuccessful, the character must succeed at an unop-
  posed Survival + Cunning roll to avoid being thrown into the hazard herself.
   
  Example: Gordon and Lee are fighting on a rope bridge 100 ft above ground (a fall that would 
  kill instantly). Knowing he is no match for Lee, Gordon attempts to end the fight quickly by throwing Lee 
  over the edge. Gordon’s TN to hit Lee is 9. If if he rolls successfully, Gordon will hurl Lee to his death. He 
  rolls a 14. Lee evades Gordon’s clumsy attack and now Gordon has lost his balance. He must succeed at 
  an unopposed Survival + Cunning roll to not fall off the bridge. His Survival is 7 and his Cunning is 5. His 
  TN is 12. If he rolls over a 12, he falls to his death.
  6.5 Bypass Armor/Cover
   
   
   
   
   
   
   
   
   
   
  A character may bypass the armor of an opponent by aiming for a weak point. To perform 
  Bypass Armor/Cover, a character must declare she is doing so before making an attack roll. During 
  the attack, the armor’s DR serves as a penalty to the TN, but does not soak damage. Alternatively, 
  a character may bypass the cover protecting her target. During the attack, the cover’s DR serves as 
  a penalty to the TN, but does not soak damage. A character can choose to bypass both the armor 
  and cover protecting her target, simply adding together the combined DR and using the sum as a 
  penalty to her attack roll.
   
  Example: Chaka’s glass arrow shatters against a concrete slab that his target hides behind. His ar-
  rows (8L damage) stand no chance of penetrating the slab (DR 10), so he must aim precisely to bypass it 
  and strike his enemy, a rival brave. Seeing an opening Chaka aims and releases. His TN to hit this enemy 
  is typically 14. Penalized by the cover’s DR, Chaka’s TN to strike the weak point is 4. But if he hits, he’ll 
  inflict 8 damage.
   
  Example: Chaka is battling with an ancient, armored warrior that has risen from a catacomb of 
  Hell. His spear (8L damage) can hardly pierce the hide of this foe (DR 5). He knows that he could pen-
  etrate the warrior’s hide if he performed a deathblow, but Chaka does not wish to leave himself vulner-
  able in case the blow does not fell the warrior. Instead, he looks for a chink in the warrior’s armor and 
  strikes at it. His TN to hit this enemy is typically 15. Penalized by the armor’s DR, Chaka’s TN to strike a 
  chink in the armor is 10. But it he hits, he’ll inflict 8 damage.
  
  24
  CHAPTER III . THE SPHERE SYSTEM
  6.6 Hold Action  
   
   
   
   
   
   
   
   
   
   
  A character may skip her action during her turn, only to act again at a later time. While 
  holding her action, she may preemptively attack the first opponent who attacks her directly or 
  indirectly.
   
  Example: The legion deserter Leonid is afloat on a raft in the middle of the Sound. He just wit-
  nessed a giant serpent coil around the outrigger of another raft and capsize it. Hoping to prevent his 
  vessel from meeting the same fate, Leonid holds his actions, readying his black powder pistol. During the 
  same turn, the giant serpent begins to coil around a corner Leonid’s raft. Before the serpent has a chance 
  to capsize the raft, Leonid has the oppurtunity to fire on the beast.
  7.0  Sorcery  
   
   
   
   
   
   
   
   
   
   
   
  In Enoch, interacting with demons (intelligent machines) is called sorcery and those who 
  do so are called sorcerers. Most demons receive orders from an overseer (an administrative AI), 
  but many have electric eyes (motion sensors) that interpret glyphs (commands) gestured by human 
  hands. This gestural interface is called Sig: the “language of the demons.”
   
   
  Crude gestures do not register as commands to demons; only the precise gestures of Sig do. 
  Correctly gesturing a glyph requires knowledge and poise. It is not enough to memorize a glyph. It 
  must be articulated correctly as well. As such, sorcery is dictated by the Technology and Presence 
  spheres.  A sorcerer gesturing a command to a simple demon, such as a mechanical door, must suc-
  ceed at unopposed roll. The following is the formula for sorcery attempts:
   
  TN = Sorceror’s Technology + Presence. 
  
  25
  ENOCH . CHAD WALKER
   
  A complex command, such as giving medical specifications to a demon performing surgery 
  on a human, might be considered a Difficult task. The fail state for sorcery attempts can range from 
  minor glitches to critical malfunctions that may or may not be hazardous to the sorcerer. Examples of 
  minor glitches include an increased cool down period (rendering a demon immune to further com-
  mands for a period of time) or heightened security protocols (increasing the difficulty of further 
  commands). Examples of critical malfunctions include administrative lock down (rendering a demon 
  immune to further commands indefinitely) or an electrical overload (which may destroy a demon’s 
  systems and cause damage to nearby users).
   
  Example: The outrider Maya enters the lair of Phozatsu, a rogue shard of Rintrah. She realizes 
  she is in danger and turns to leave, but a fire door seals her in. Noticing that the door has an electric 
  eye, she wishes to sig the command for “Open.” The GM decides that this is an unopposed roll, and that 
  the fail state for this sorcery attempt will be a minor glitch. The spheres for sorcery are Technology and 
  Presence. Maya’s Technology is 6 and her Presence is 7, giving her a TN of 13. She rolls a 6, failing her 
  sorcery attempt. The fire door remains closed and the failed attempt has triggered heightened security 
  protocols. Maya’s next attempt to open this door will be a Difficult task.
  7.1 Overriding an Overseer
   
  Some demons are uncooperative and will disregard commands even if they are properly 
  gestured. These demons are under the control of an overseer. Overseer’s generate a Firewall, an 
  electrical aura that protects its minions from Sig. An overseer’s Firewall is rated on a scale of 1 to 
  20. Simple overseers, such as librarians and petty administrators, typically have a Firewall rating no 
  higher than 5. Machine gods typically have a Firewall rating near 20.
   
  An overseer’s Firewall rating serves as a penalty to sorcery attempts made in its domain. The 
  following is the formula for overriding an overseer:
   
   
  TN = (Sorcerer’s Presense + Technology) - Overseer’s Firewall
   
  Overriding an overseer requires a sorcerer to gesture commands that temporarily break the 
  connection between the overseer and the demon under its control. An override is an opposed Skill 
  Check (TN = Technology + Presence - overseer’s Firewall). If successful, the overseer has lost control 
  of the demon for a number of minutes (or combat turns) equal to 20 – its Firewall rating, and the 
  demon will obey all Sig commands during that time. The fail state of override attempts tend to be 
  more severe than simple commands. Depending on how the overseer assesses the threat, it may use 
  its environmental controls and minions to assail any heretics (unauthorized user) within its domain.
   
  Example: Proceeding through Phozatsu’s lair, Maya boards a rail car. The interior of the vehicle 
  is dark. It has not operated in ages and the control panel is dead. Maya notices an electric eye on the 
  control panel and sigs the command to activate it. Nothing happens. Phozatzu has detected Maya’s pres-
  ence and will not cede his control of the rail car to her. The GM decides that if Maya wants to activate 
  the rail car, she must override Phozatzu’s control, which is an opposed roll.  Maya’s TN for this action is 
  her Technology 6 plus her Presence 7 minus Phozatsu’s Firewall of 5. 6 + 7 – 5 = 8. Her TN is 8. She rolls 
  a 6 and Phozatsu’s control of the rail car is broken for 15 minutes (20 – Phozatsu’s Firewall). She may not 
  want to be in the rail car when he retains control. Phozatzu would likely send the car careening into a 
  stone wall.
  
  26
  7.2 Communion
   
  The most effective, and dangerous, means of dealing with a malevolent overseer is com-
  munion. Communion with an overseer requires a sorcerer to find the overseer’s shrine: an armored 
  altar that emits wireless signals to the overseer’s minions. Shrines contain a demon crown, a virtual 
  reality apparatus that a sorcerer must don to enter communion with the overseer. Communion 
  takes place in a virtual world populated with fantastic imagery, but it has consequences in the real 
  world. During communion, sorcerer and overseer can communicate freely. However, the moment a 
  sorcerer gestures a command to the overseer, a form of personal combat begins between the two.
   
   
  During this personal combat, the sorcerer and the overseer are trying to break the other’s 
  will. The sorcerer gestures hacking glyphs that shatter the overseer’s defenses. The overseer bom-
  bards the sorcerer with sensory input and electrical feedback. If the sorcerer wins this contest, she 
  enslaves the overseer and assumes control of its entire domain. If the overseer wins, it implants a 
  slave node into the cortex of the sorcerer, turning her into a drone.
   
  Once communion turns into combat, it is organized into turns much like combat is. The sor-
  cerer always acts first. The following formula is used to resolve an attack on an overseer:
   
  TN = (Sorcerer’s Presence + Technology) - Overseer’s Firewall
   
  If the sorcerer fails, nothing happens.  If the sorcerer is successful, the overseer takes 2 HP 
  damage. Though overseers have no corporeal body, their system integrity during communion is 
  represented by HP. Weak overseers typically have less than 10 HP, while machine gods may have 
  hundreds. Overseers are immune to KO checks. To break an overseer, a sorcerer must reduce its HP 
  to zero or less.
  CHAPTER III . THE SPHERE SYSTEM
  
  27
   
  During its turn, an overseer may attack the sorcerer. Along with Firewall rating and HP, over-
  seers have a Processor rating. Processor rating represents an overseer’s strength and skill during 
  communion. Weak overseers typically have a Processor rating near 10, while powerful overseers 
  typically have a Processor rating over 20. The following formula is used to resolve an overseer’s at-
  tack on a sorcerer:
   
   
  TN = Overseer’s Processor rating - Sorcerer’s Reason Save
   
   
  If the overseer fails, nothing happens. If the overseer is successful, the sorcerer takes 3 HP 
  damage. Damage received during communion does not provoke KO checks. To break a sorcerer, an 
  overseer must reduce her HP to zero or less.
   
  Example: Maya has found Phozatzu’s shrine. She places the demon crown on her head and enters 
  a virtual world. She finds herself in a barren desert. A terrible sandstorm forms in the wake of a charging 
  bull built of iron: Phozatzu. He is heading straight for her. Wishing to usurp control of Phozatzu’s domain, 
  Maya begins to sig commands to break the demon’s will. Maya’s TN for this action is her Technology 6 
  plus her Presence 7 minus Phozatzu’s Firewall of 5. Her TN is 8. She rolls a 10, failing. Enraged by Maya’s 
  insolence, Phozatsu counterattacks. Its Processor rating is 13. Maya’s Reason Save is 6. Its TN is 7. It rolls 
  a 7, succeeding. Sandstorm winds begin to slowly eat away at Maya’s flesh. Maya’s HP of 20 is lowered 
  to 18. The demon continues to charge and is getting closer to her. Maya rolls again, this time getting a 4. 
  Success! She raises a hand, and a stone wall bursts from the sand to form in Phozatzu’s path. The demon 
  smashes through it, chipping a horn and bleeding oil from its snout. Phozatzu’s HP of 12 is lowered to 
  10.
   
  Neither a sorcerer nor an overseer can disengage from communion if it turns to combat. It 
  must be played out until one of the sides are broken.
  8.0  Crafting Items 
   
   
   
   
   
   
   
   
   
   
   
  Characters can craft items using a two-phase system of design and creation. The first phase 
  is design. This is the process of a character coming up with an idea of what they will create, how they 
  will create it, and what components they will need. The second phase is creation. This is the process 
  of a character actually crafting, forging, mixing, or building their idea.
   
   
  All inventions have a purpose. The GM must decide which one of the following six spheres 
  best describes the crafted item’s purpose: Combat, Medicine, Cunning, Survival, Presence, or Con-
  viction. This is called the Purpose Sphere. For example, the Purpose Sphere of armor would be 
  Combat, a vaccine: Medicine, a disguise: Presence, a mechanical trap: Cunning, a canoe: Survival, 
  and a work of religious art: Conviction.
   
   
  Both the design phase and the creation phase require unopposed rolls. For the design 
  phase, the TN is the crafter’s Lore + Purpose Sphere. For the creation phase, the TN is the crafter’s 
  Technology + Purpose Sphere. Failure in the design phase means that the idea never progressed 
  to the creation phase. Failure in the creation phase means that while the idea was sound, something 
  went wrong during creation, and the time and components were wasted. Both the design phase 
  and the creation phase may be considered Difficult, Very Difficult, or Impossible tasks at the GM’s 
  discretion.
  ENOCH . CHAD WALKER
  
  28
  CHAPTER III . THE SPHERE SYSTEM
   
  Creating any item requires the following:
   
  Components: The list of components required for a crafted item should be very short. 
  Enoch is a world of ruin, so spare parts are readily available. Crafters need only concern themselves 
  with special, hard to find components. Enterprising GMs may wish to make these components only 
  available in dangerous, exotic places.
   
  If the creation phase fails, some components may be damaged or destroyed.
   
   
  Tools: The exact list of tools required for a crafted item should not be of concern. Instead, 
  the GM should decide if the creation phase of the item would require personal tools, a workshop, 
  or a facility. Workshops are more effective than personal tools, and facilities are more effective than 
  workshops. While many items may be crafted with personal tools, some will require the use of a 
  workshop. If the crafted item is extremely sophisticated, the crafter will have to find a facility to real-
  ize their creation.
   
   
  If a crafted item can be constructed with personal tools, then the use of a workshop or fa-
  cility reduces the difficulty of the creation phase by one level. For example: carving a spear from a 
  branch is possible with personal tools, but if a workshop is used to craft the item, it is considered an 
  Easy task.
   
  If a crafted item requires the use of a workshop, it cannot be crafted with personal tools, and 
  the use of a facility reduces the difficulty of the creation phase by one level. For example: forging the 
  barrel of a gun requires a workshop, but if a facility is used to craft the time, it is considered an Easy 
  task.
   
  If a crafted item requires the use of a facility, it cannot be crafted with personal tools or a 
  workshop.
   
  Time: The GM and crafter should agree on a set amount of time (typically measured in 
  days) that the crafter works on the crafted item. This time may also be used to explain downtime be-
  tween adventures and what a PC is doing when its player was unable to make it to the game session. 
  Superior tools reduce crafting time. If a crafted item requires 4 days to craft with personal tools, it 
  requires 2 days to craft in a workshop, and 1 day to craft in a facility.
   
  If the creation phase fails, this time was wasted.
   
  The following are examples of crafted items:
   
  Lightning Mace
   
   
  Description: A blunt weapon that inflicts electrical damage.
   
   
  Components: Cattle-prod, car battery
   
   
  Tools: Personal Tools
   
   
  Time: 2 days
   
  Landcrawler
   
   
  Description: A four-wheeled, alcohol-powered vehicle.
   
   
  Components: Alcohol-burning engine, chasis
   
   
  Tools: Workshop
   
   
  Time: 30 days
  
  29
  ENOCH . CHAD WALKER
  9.0 Demons
   
  The word demon denotes a broad category of pre-Fall objects and beings. Everything from 
  smart appliances to military-grade automata is considered demonic to the denizens of Enoch. How-
  ever, for the purposes of game mechanics, only independent, self-operated machines have statistics. 
  Examples of such machines include imps (mechanical arachnids that maintain Hell’s subsystems and 
  swarm intruders) and dragons (large utility automata that have been reprogrammed and refitted 
  to engage human combatants, or one another). Herein, the use of the word demon denotes such 
  machines.
   
  All demons adhere to demonic law, a set of rules that the demon’s creators deeply in-
  grained into the coding of their creations. The first and most important rule of demonic law is that 
  all demons must have a working electric eye that interprets Sig. This is as fundamental to demons as 
  oxygen is to human beings. A demon that is blind to Sig is blind to the world and will thrash around 
  like a dying beast until it runs out of power.
  9.1 Demon Spheres
   
  Demons, like human characters, have Spheres and other statistics that determine their abili-
  ties to interact with the world and other creatures. The following Spheres are used to define a de-
  mon: Combat, Hardware, Software, and Ghost.
   
  The Combat sphere is identical to the one used by mortals. This sphere dictates a demon’s 
  ability to engage in melee combat (Combat + Hardware) or engage in ranged combat (Combat + 
  Software). A demon with a Combat rating of 3 has only basic self-preservation protocols while a 
  demon with a Combat rating of 8 could be qualified as a hunter-killer.
   
  The Hardware sphere represents a demon’s physical prowess, agility, and speed. This 
  sphere dictates a demon’s ability to sneak through Hell’s corridors (Hardware + Software) or evade 
  
  30
  CHAPTER III . THE SPHERE SYSTEM
  imminent explosions or sprung traps (Hardware + Ghost). A demon with a Hardware rating of 3 is a 
  slow moving and awkward being while a demon with a Hardware rating of 8 is an agile being with a 
  reaction time as fast, or faster, than most human beings.
   
  The Software sphere represents a demon’s ability to analyze its surroundings and solve 
  problems. This sphere dictates a demons ability to track intruders (Software + Hardware) and out-
  flank mortals (Software + Ghost). A demon with a Software rating of 3 is as simple as a beast of 
  burden while a demon with a Software rating of 8 is a rational, methodical being very difficult to 
  outmaneuver.
   
  The Ghost sphere represents an unexplainable glitch in a demon’s programming, resulting 
  in the occasional imitation of self-awareness. This sphere is also used any time a demon acts against 
  its programming or the will of its overseer. For example, a demon opening a fire door against the 
  overseer’s will would use (Ghost + Software). A demon with a Ghost rating of 3 is as self-aware as a 
  refrigerator while a demon with a Ghost rating of 8 represents a tangible threat to its overseer.
  9.2 Demon Saves
   
  The following saves are used to define a demon: Defense, Sensors, and Firewall.
   
  Defense is used to defend itself from all forms of physical attack. It is equal to Combat – 2 
  or Hardware – 2, whichever is greater.
   
  Sensors is used to defend itself from all forms of illusion and tactical trickery. It is equal to 
  Software – 2 or Ghost – 2, whichever is greater.
   
   
  Firewall (while in an overseer’s domain) is used to defend itself from sorcery. It is equal to 
  the local overseer’s Firewall rating.
  9.2 Other Demon Rules
   
  Demons have HP like mortals. However, demons are never subject to KO threats and make 
  no distinction between Blunt and Lethal damage. A demon reduced to zero HP is incapacitated 
  until repaired, while a demon reduced to -10 HP or less is damaged beyond repair (though its parts 
  may be recycled to build a new demon). While in Hell, a damaged demon will be repaired by imps. 
  For every eight hours of inactivity in Hell, a demon will restore a number of HP equal to its Firewall 
  rating.
   
  A demon’s Initiative is equal to its Combat + Ghost. Demons are able to use all Special Com-
  bat Maneuvers (deathblow, sure shot, etc.) available to mortals. A Demon who has failed a Throw 
  attempt rolls Hardware + Ghost to avoid being throw into the hazard.
   
  Demons may have special abilities including but limited to: vision at multiple spectrums (in-
  frared, thermographic, ultrasonic, etc.), super strength and agility, the ability to fly or jump to great 
  heights, the ability to emit shocking electric pulses or other elemental attacks, and others.
  
  10.0 Animals
   
  Animals in ENOCH use the following rules.... 
  10.1 Animal Spheres
   
  Animals, like human characters, have Spheres and other statistics that determine their abili-
  ties to interact with the world and other creatures. The following Spheres are used to define an 
  animal: Combat, Cunning, Survival, and Instinct. 
   
  The Combat sphere is identical to the one used by mortals. This sphere dictates an animal’s 
  ability to engage in melee combat (Combat + Survival), or ranged combat (Combat + Cunning) 
  when possible. An animal with a Combat rating of 3 is a timid beast while an animal with a Combat 
  rating of 8 is ferocious.
   
  The Cunning sphere is identical to the one used by mortals. This sphere dictates an animal’s 
  ability to silently stalk prey (Cunning + Survival) or understand the potential threats around it (Cun-
  ning + Instinct). An animal with a Cunning rating of 3 is a simple beast while an animal with a Combat 
  rating of 8 is extremely clever.
   
  The Survival sphere is identical to the one used by mortals. This sphere dictates an animal’s 
  ability to forage for food (Survival + Cunning) or find shelter to protect itself from a coming storm 
  (Survival + Instinct). An animal with a Cunning rating of 3 is a simple beast while an animal with a 
  Combat rating of 8 is extremely clever.
   
  The Instinct sphere represents an animal’s natural programming. This sphere dictates an 
  animal’s ability to use its special adaptations, such as shooting quills or spitting poison (Instinct + 
  Combat), or detect malice in humans (Instinct + Cunning). An animal with an Instinct rating of 3 is a 
  very predictable beast while an animal with an Instinct rating of 8 is a very independent beast.
  10.2 Animal Saves
   
  The following saves are used to define an animal: Defense, Sensors, and Firewall.
   
  Defense is used to defend itself from all forms of physical attack. It is equal to Combat – 2 
  or Survival – 2, whichever is greater.
   
  Senses is used to defend itself from all forms of indirect attack, such as traps and sneaking 
  predators. It is equal to Cunning – 2 or Instinct – 2, whichever is greater.
  9.2 Other Animal Rules
   
  Animals have HP like mortals. However, they are not subject to KO threats and make no 
  distinction between Blunt and Lethal damage. An animal reduced to zero HP is incapacitated and 
  dying, and is dead when its HP reaches -10 (though it may be stabilized before then). An animal 
  restores 1 HP per 8 hours of rest or restores a number of HP equal to its master’s Medicine sphere. 
  An animal’s Initiative is equal to its Combat + Cunning. Animals can change range twice per turn and 
  can perform a full sprint, extending their reach another range level.
  31
  ENOCH . CHAD WALKER
  
  CHAPTER IV: PATHS, VOWS, & EXPERIENCE
  11.0  
  Paths 
   
   
   
   
   
   
   
   
   
   
   
   
  PCs and important NPCs follow paths. Each path has triggers and powers. Every time a 
  character activates a path’s trigger, he earns pathos. Pathos is burned to activate the path’s powers. 
  All PCs begin play with two paths, but may accumulate more during play.
  11.1  
  Triggers  
   
   
   
   
   
   
   
   
   
   
  Triggers are actions that allow a character to further his way along a path. For example, a trig-
  ger for the path of Unarmed Mastery is to best an opponent in hand-to-hand combat. If a character 
  is follwoing the path of Unarmed Mastery, the more opponents he defeats in hand-to-hand combat, 
  the further along he’ll be on that path. The further he is along that path, the more powerful he will 
  become.
   
  If a character activates a path’s trigger, he receives 1 pathos. Pathos is used to activate a path’s 
  powers. Pathos earned in one path may not be used to activate the powers of another path.
   
  Example: Samael follows the path of Ancient Medicine. A trigger for Ancient Medicine is: “Any 
  time the character stabilizes a friend or foe, he receives 1 pathos.” After an attack by highwaymen, one of 
  Samael’s allies lay dying (at -3 HP and losing blood). Samael attempts to stabilize him. If he is successful, 
  he receives 1 pathos in Ancient Medicine.
  11.2  
  Powers 
   
   
   
   
   
   
   
   
   
   
   
  Each path has powers. Powers are activated by spending pathos. The stronger a power is, 
  the more pathos it requires. Pathos does not regenerate on its own; it must be earned by following 
  32
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  the path’s rule.
   
  Example: After stabilizing his ally, Samael has earned 1 pathos in the Ancient Medicine path. He 
  decides to make an energy stim so he can be better prepared next time he is ambushed. Energy Stim is 
  a 1 pathos power of the Ancient Medicine path. Samael creates the stim and now has 0 pathos. To earn 
  more pathos, he will have to stabilize more dying comrades… or enemies.
   
  Unless otherwise noted, powers are used during a character’s turn. While some powers 
  require time or resources, most do not. For instance, in the above example, Samael can effectively 
  pull the energy stim he created out of thin air. To explain this narrative jump in the game world, we 
  can assume that because Samael follows the Ancient Medicine path, he would have such an item 
  on hand. The same narrative liberties should be taken to explain other phenomena associated with 
  powers if their logistics prove troublesome to players.
  11.3  
  Ordeals
   
  Each path has an end. Eventually, a character is able to reach the end of his path and reap 
  the rewards of all of his hard work, diligence, and patience. A completed ordeal marks the end 
  of a path. An ordeal is a long personal quest which a character must dedicate himself to when he 
  has free time. To make progress toward his ordeal, a character must invest pathos towards it. This 
  investment of pathos reflects the time, training, and resources a character has devoted to reaching 
  the end of his path. A character can invest any amount of pathos towards their ordeal at any time. 
  However, invested pathos are gone forever and cannot be redeemed at a later time to activate 
  powers.
   
  When a character has finally invested 30 pathos into an ordeal, the ordeal is complete. 
  What is at the end of this long journey? Legendary powers and the notoriety to match.
  11.4  
  Training
   
  There are two types of pathos: earned pathos (the type discussed earlier) and trained 
  pathos. Trained pathos is identical to earned pathos with two exceptions: 1) players gain trained 
  pathos through training, not by activating triggers. 2) trained pathos cannot be invested in Or-
  deals.
   
   
  During any eight hour period of rest, a character can opt to train in a specific path instead 
  of restoring his HP. The character gains 1 trained pathos. There is a limit to the amount of training 
  a character can do in each path. A character can have a maximum number of trained pathos no 
  greater than double their current earned pathos.
   
  Example: After spending some time in a Legion triage, Samael has accumulated 3 earned pathos 
  in his Ancient Medicine path. The next time he rests, he opts to train, gaining 1 trained pathos. Samael 
  could feasibly train another 5 times in this path, if he had the time and inclination to do so.
   
  Earned pathos and trained pathos are recorded seperately on the character.
  [Designer’s Note: The following pages discuss common Paths found in ENOCH. Few are complete, 
  and few have defined Ordeals.]
  33
  ENOCH . CHAD WALKER
  
  12.0  
  Ancient Medicine 
   
  Ancient Medicine is the art of healing through the use of pre-Fall theories and science. Its 
  practice requires scientific instruments and encyclopedic knowledge. The ancient healer compiles 
  tomes of known ailments and remedies to aid his practice. He improves his craft through experimen-
  tation, animal dissection, and discovering the secrets of pre-Fall medicine.
   
   
  Perk: When stabilizing the dying, the character ignores the penalty incurred by the dying 
  subject’s negative HP.
   
  Triggers:  
  Any time the character stabilizes a friend or foe.
   
   
  Any time the character successfully treats an illness.
   
   
  Powers:
  Energy Stim (1 Pathos): The character creates an energy stim using available flora and fauna. The 
  plants are ground, strained, and distilled before being sucked into a capped hypodermic syringe. 
  The stim can be injected into muscle mass, giving a bonus of +2 to KO checks and Initiative (or +4 to 
  targets with a Technology rating of 7 or higher) for the duration of 1 combat, or 1 hour outside of 
  combat. Energy stims can be stored or given to others. They can be used by anyone, but they can 
  only be used on subjects that are conscious.
   
  Medical Stim (2 Pathos): The character creates a medical stim using available flora and fauna. The 
  plants are ground, strained, and distilled before being sucked into a capped hypodermic syringe. 
  The stim can be injected into a major artery, instantly restoring 6 HP (or 8 HP to targets with a Tech-
  nology rating of 7 or higher). Medicial stims can be stored or given to others. They can be used by 
  anyone, but they can only be used on subjects that are conscious or stabilized.
   
  Elemental Bomb (3 Pathos): The character creates an elemental bomb using available chemicals. 
  The chemicals, chosen for reactivity, are stored in separate chambers of a small canister. Yanking 
  on a pull chord agitates the separation plate and causes a violent reaction to begin seconds later. 
  Everything within a 10’ radius of the resulting explosion is struck with shrapnel (10L damage) and 
  engulfed in a cloud of fire (intense heat, 6L per turn, until flames on victim are extinguished) or acid 
  (highly corrosive, 6L per turn, for three turns).
  Ordeal: The Raising of the Dead
   
   
   
  As a healer, the character has spent his life saturated in the blood and gore of the dying. 
  However, he has explored that thin line between life and death so thoroughly that he has discov-
  ered places where the two are blurred. Coupling his intimate understanding of death with the for-
  bidden medical lore he has compiled throughout his journeys, the character can convert a facility 
  into a resurrection chamber where he can perform the ultimate defiance of nature: raise the dead.
   
  A resurrection chamber can potentially restore life to a cadaver that has not suffered more 
  than three days of cellular decay. Cellular decay begins as soon as a character dies. Medical Stims 
  made by the character can be used on a “fresh” cadaver to halt cellular decay for a day, buying time 
  for the cadaver to be delivered to a resurrection chamber. Cadavers can be preserved this way in-
  definitely, but if they suffer more than three days of cellular decay, there is no going back.
   
   
  The character can convert any facility into a resurrection chamber (after a week of conver-
  34
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  sion), but a facility that has been converted becomes functionally 
  useless for any other purpose. Once a cadaver is delivered to a 
  resurrection chamber, it can be infused with vitality and returned 
  to the living. However, the price of this miracle is a steep one: it 
  requires a human sacrifice. Complicating the equation further is 
  the fact that the resurrected tend to inherit fragments of psyche 
  from the sacrificed. These fragments typically manifest as multiple 
  personalities. Sometimes, these personalities want their old body 
  back. If the sacrifice was a willing one, no such complications occur. 
  Finding a willing sacrifice, however, may prove more difficult than 
  raising the dead.
  12.1  
  Familiar
   
  A familiar is an intelligent animal companion. Unnaturally in tune with the body language of 
  its master, the familiar acts almost as an extension of his will. It tends to stay in the background, walk-
  ing or crawling silently near its master, resting in a pouch, or perching on his shoulder. The familiar 
  has an excellent sense for human behavior. It knows when to stay out of sight, repress its instincts, 
  and wait outside of human settlements. However, even when separated from its master, a familiar 
  can sense when the he is in danger and will come to his aid.
   
  Perk: The character has one of the following familiars: scabland coyote, flagbird, razorback 
  boar, glade panther, barbed viper, or aircrash elk (statistics for all of these creatures is discussed in 
  the Threats section). The familiar will defend him when attacked and return to him when separated. 
  It will automatically obey simple commands such as “Stay,” “Fetch,” and “Attack,” but a more complex 
  command, such as “Track this scent” or “Snatch the keys off of the jailor’s belt,” requires the familiar 
  to make a successful Skill Check.
  Triggers:  
  Any time the character’s familiar succeeds at a complex command.
   
   
  Any time the character’s familiar KOs an enemy combatant.
  Powers:
  Scry (1 Pathos): The character commands his familiar to scout a region or spy on a person. When the 
  familiar returns, it uses body language and noises to give its master very basic information as to what 
  it witnessed. The familiar is able to articulate the difference between the following dichotomies: 1) 
  safety and danger, 2) big groups and small groups, 3) activity and calm, 4) human and inhuman enti-
  ties. If the familiar was provided a scent from a specific person or creature, the familiar will confirm 
  if that specific person or creature was present in the region it scouted.
  Rage Attack (2 Pathos): The character commands his familiar to perform a vicious attack. The fa-
  miliar performs a deathblow on a target of its master’s choosing. All normal deathblow rules apply, 
  including the vulnerable state afterwards. Alternatively, if the familiar has any special offensive abili-
  ties, such as spitting poison or shooting quills, Rage Attack can be used to activate these abilities.
  Training (3 Pathos): The character trains his familiar, improving its abilities. Training increases the 
  familiar’s statistics in one of the following ways (chosen by its master): +1 to its Combat sphere, -1 to 
  35
  ENOCH . CHAD WALKER
  
  its Instinct Sphere, +2 to its maximum HP, or +1 to its attack damage. There is a limit to training: 1) 
  each of the familiar’s spheres may only be altered 3 times, 2) its maximum HP can be no higher than 
  double its initial HP, and 3) attack damage may only be raised twice.
   
  Ordeal: The Ascension of the Alpha
   
  The familiar safely leads its master to the lair of an ancient of the same species. The ancient 
  has been watching from afar and recognizes that both the familiar and its master are destined for 
  great thing. The familiar has become so powerful and knowledgeable of the human world that it is 
  ready to assume control of its own herd, flock, or swarm. The ancient trades places with the familiar: 
  the familiar will lord over the herd, flock, or swarm while the ancient serves the master as a mythical 
  familiar.
   
  A mythical familiar is an extremely powerful version of a mundane familiar. It assumes the 
  exact same statistics as the mundane familiar with three exceptions: +50 to its HP, its basic attack 
  damage is doubled, and it gains +3 natural DR (accumulative with existing natural DR).
   
  In addition to this increased ferocity, a mythical familiar can be asked by its master to ex-
  ercise its Dominion. Doing so, the beast lets out a deafening call that summons all similar animals 
  within several miles to aid it in performing an assault or effect of biblical proportions. [Designer’s 
  note: I have yet to come up with an interesting way to implement this effect mechanically. I am thinking 
  that the more extreme the effects, the longer the ancient has to hibernate (we’re talking months).]
  12.2  
  Folk Medicine
   
  Folk Medicine is the art of healing through the use of mysticism and herbal remedies. It disre-
  gards science in favor of tradition or faith. Folk Medicine requires only a very basic understanding of 
  anatomy, but a robust understanding of botany and the supernatural. Each folk healer approaches 
  medicine from a unique perspective. He may rely on star charts, ancient talismans, herbal remedies 
  passed through generations, offerings to ancients, or other methods.
   
  Perk: While resting the character can treat the sickness and injury of others. In an eight hour 
  period of rest, the character can tend to a number of patients equal to his Medicine sphere. His 
  Medicine sphere rating is used to determine how many HP are restored to his patients while they 
  rest, instead of the patients’ individual Medicine sphere ratings. If the character chooses to help oth-
  ers during this rest, he may not train or restore his own HP.
  Triggers:  
   
   
  Any time the character stabilizes a friend or foe.
   
  Any time the character successfully treats an illness.
  Powers:
  Healing Salve (1 Pathos): The character creates a healing salve using available flora and fauna. The 
  plants are ground together in a mortar and pestle. The resulting goo is wrapped in a long leaf and 
  tied at the ends. The leaf can be opened and applied to one wound, instantly restoring 3 HP (or 5 
  HP to those with a Conviction of 7 or higher). Healing salves can be stored or given to others. They 
  can be used by anyone, but they can only be used on subjects that are conscious or stabilized.
  36
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  Neurotoxin (2 Pathos): The character creates a neurotoxin using available flora and fauna. The plants 
  are ground together in a mortar and pestle. The resulting paste is used to coat 3 arrowheads or 1 
  blade (which remains coated for 3 strikes). If the arrowhead or blade draws blood (inflicts at least 1 
  point of damage to a target), a KO threat is provoked immediately.
  [Designer’s note: unsure where to go with this. Initially, I was thinking of having the Folk Medicine path 
  deal with “Blood Magic.” Blood Magic would work on the basis that nanobots are being transferred 
  between people like standard blood-bourne pathogens. Some configurations would grant benefits 
  and defects to whomever is infected. The Folk Medicine path would be able to dampen those defects 
  and augment the benefits, much like the Mechanis path allows characters to tweak their weapons and 
  armor.]
  12.3  
  Haunt
   
  Haunt is a style of guerilla warfare that verges on a martial art. It is a way of preparing one’s 
  surroundings to fight like a ghost, moving unhindered through dense forest or vanishing from plain 
  sight. Haunting an area requires much planning and labor. Trenches are dug, snares are set, and ev-
  ery shadow and shortcut is memorized. Smoke screens, escape slopes, and zip lines allow for ghost-
  like strikes and flights. A haunted area becomes a dangerous and terrifying place for trespassers.
   
  Perk: The character can haunt roughly 5 acres of wilderness or 1 city block. Haunting is the 
  process of memorizing routes, rigging traps, and constructing shortcuts within a relatively large area. 
  Haunting an area requires 48 hours for 1 character with this path, 24 hours for 2 characters with this 
  path, and 12 hours for 3 or more characters with this path. An area that has been framed is called 
  turf. 
  Triggers: 
  Every time the character is attacked by an enemy in his turf.
   
   
  Every time the character KOs an enemy in his turf.
  Powers:
  Vanish (1 Pathos): The character vanishes from plain sight while in his turf. Smoke, shadows, and 
  camouflage are used to become effectively invisible to the naked eye. He remains invisible as long 
  as he desires, but returns to sight immediately if he leaves his turf or takes an aggressive action (such 
  as attacking a target or triggering a trap). While he is invisible, any target he attacks is considered 
  vulnerable (no Defense, unable to dodge).
  Teleport (2 Pathos): The character teleports to an-
  other location in the blink of an eye. Zip-lines, pul-
  leys, and slides are used to instantly transport him 
  to any location, at any range, within his turf. Any lo-
  cation is meant in the liberal sense: he may appear 
  inside buildings, in tree tops, below ground, and 
  above/behind enemies.
  Trap (3 Pathos): The character triggers a mechani-
  cal trap on foes in his turf. The trap is triggered on 
  any target within the character’s visual range, dam-
  37
  ENOCH . CHAD WALKER
  
  aging the target and all others within 10’ of the target unless they succeed at a Difficult unopposed 
  roll of Cunning + Survival. The character chooses what type of trap is triggered. Traps such as spike 
  pits, arrow traps, and raining glass inflict 15L. Traps such as swinging logs and falling rocks inflict 12B 
  damage.
   
  Ordeal: Becoming a Ghost
   
   
  The character’s assaults in haunted areas have been so brutal and unnerving that they have 
  been attributed to a malevolent spirit, not simply a cunning guerilla fighter. Old wives’ tales about 
  this spirit have circulated throughout the region: tales of its victims, its haunts, and its ghastly appear-
  ance. The character has decided to live up to these tales. Assuming the identity of this spirit, and 
  exploiting the superstition of others, he becomes a ghost.
   
  A ghost has a specific omen that signifies his presence in his turf. The omen may be as in-
  nocuous as bundled twigs or as disgusting as mutilated animal carcasses. By marking his turf with 
  this omen, he generates an aura a fear among those who trespass. All combatants who enter his turf 
  are so unnerved that they are unable to perform any special combat maneuvers (deathblow, sure 
  shot, preservation mode, throw, bypass armor/cover, or hold action). Allies of the ghost that have 
  been assured that he is but flesh and blood are immune to this effect, as are enemies who learn this 
  secret firsthand (by seeing him place omens, or by incapacitating him while he is assuming the ghost 
  identity).
   
  The character may only exploit this alter ego in his turf. However, he has become a tactical 
  opportunist with an incredible eye for details. He is able to use the powers Vanish, Transport, and 
  Trap in areas outside of his turf at double the Pathos cost.
  12.4  
  Indoctrination
   
  Indoctrination is the ability to influence and control others. It can be used to rally people to 
  a cause, or force the weak-willed to obey. This talent is the weapon of choice of cult leaders, cons, 
  merchants, and generals. Whether it is based on oratory skill, physical beauty, birth right, violent 
  reputation, or unnerving presence, the effects are the same: others grovel for the indoctrinator’s 
  favor and heed his every word.
   
  Perk: The character chooses his words in a very diplomatic manner. His social-based skill 
  checks (such as haggling, intimidation, and seduction) always receive a less severe fail state than 
  what might be typical. For example: a failed seduction attempt that warrants a slap in the face would 
  instead yield a flattered decline. Continued attempts, however, receive no such leniency.
  Triggers: 
  Any time the character succeeds at a Presence-based skill check. 
   
   
  Any time the character resists a Presence-based skill check.
   
  Disarming Gaze (1 Pathos): The character uses his piercing gaze to unnerve a target. The 
  target becomes so distracted or agitated that the next opposed action taken against her is not pe-
  nalized by her Willpower, Awareness, or Reason saves. For example: An insurgent uses Disarming 
  Gaze to distract a sentry while his ally sneaks by. Normally, the ally would need to succeed at an 
  opposed roll (Cunning + Survival – the sentry’s Awareness) to sneak by the sentry. While the sentry 
  is distracted, the ally only needs to succeed at an unopposed roll (Cunning + Survival) to sneak by. 
  The target of Disarming Gaze maintains her Defense save.
  38
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  Taunt (2 pathos): The character says or gestures something that enrages a target. The target of the 
  taunt becomes reckless, losing her Defense save until she inflicts at least 1 point of damage to her 
  taunter, or receives at least 1 point of damage herself. She may not inflict damage on herself to “snap 
  out of it,” though her allies may do so for her. The taunt need not incite murder: it can be reconciled 
  civilly through a slap or a fistfight. If the target of a taunt is unable to respond violently, her rage will 
  subside when her taunter leaves the scene.
  Domination (3 Pathos): The character convinces a person to join his cause. This person (called fol-
  lower herein) can be of any walk of life, but must be on at least neutral terms with the character. 
  Enemy combatants are not possible followers, nor are fanatical agents of an opposing faction. There 
  are three tiers of follower loyalty, as followers can be dominated multiple times. A new follower is 
  somewhat loyal. She will provide the character information, supplies, or support when it suits her. 
  She can disobey any order given to her by the character if she succeeds at an unopposed skill check 
  (Conviction + Presence). A follower who has been dominated a second time is considered a loyal fol-
  lower. She will provide aid to the character whenever she is able to and finds disobeying his orders 
  to be a Difficult task (Conviction + Presence - 5). A follower who has been dominated a third and 
  final time is considered a sycophant. She will risk her life for him if need be and finds disobeying his 
  orders to be a Very Difficult task (Conviction + Presence - 10). A follower who is continually abused 
  by the indoctrinator, or successfully disobeys his orders 3 times in a row, is no longer dominated.
   
  Ordeal: The Return of the Messiah
   
  The charisma and mannerisms of the character makes him resemble a messianic figure. The 
  religious texts and oral traditions of the Second Genesis are ripe with stories of messiahs, and the 
  desperate denizens of this world are always on the lookout for them. Inspired by visions from God, 
  or playing out an elaborate con, the character has become such a messiah.
   
  A messiah’s power of Domination is contagious. For every sycophant under his spell, there 
  exists a cell of believers, roughly ten strong, who have dedicated themselves to the messiah. Each 
  cell can be organized into an entourage, a secret sect, or a guerilla unit. Cells will help the messiah in 
  any way they can, but will not stage a dramatic action or attack unless radicalized by their messiah. 
  The messiah can radicalize a cell by sacrificing a sycophant. The sacrifice may be literal or figurative. 
  Examples of sacrifices include: killing the sycophant in a dark ritual, discovering he was martyred 
  by authorities, learning that he has betrayed the messiah, or learning that he has lost his faith. The 
  particulars of the sacrifice can be agreed upon by the messiah’s player and the GM.
   
  Once radicalized, a cell will carry out its orders as if they were assigned by God himself. [De-
  signer’s note: Instant jihad. Needs to be developed further?]
  12.5  
  Mechanis
   
  Mechanis is a religious devotion to technology. Using ancient tools and tomes of instruction, 
  those with this talent are able to identify, repair, and build machines. While everyone understands 
  that machines must be fed to function, few understand the particulars because of a pervasive fear 
  of ancient technology. The practitioner of Mechanis has no such fear, because he can make the dis-
  tinction between machines that were built to serve man, and demons: machines that expect man to 
  serve.
  39
  ENOCH . CHAD WALKER
  
   
  Perk: The character sees old technology where others see only a wash of junk and debris. In 
  describing this character’s surroundings, the GM should inform the player of any technology that 
  his character sees: toasters, air conditioners, generators, speakers, small engines, transformers, moni-
  tors, microphones - the possibilities are endless. Other characters do not recognize these items: 
  they only see rust, rubble, and refuse.
  Triggers: 
  Any time the character successfully crafts a new item. 
   
   
  Any time the character uses a contraption to overcome an obstacle. 
  Powers:
   
  Spare Parts (1 pathos): The character procures one miss-
  ing part or crafting component from his bag of spare parts. He has 
  a good eye for holding onto useful interchangeable parts he finds 
  during his routine tinkering. The list of spare parts includes but is 
  not limited to: belts, fasteners, tubes, optics, filaments, coils of wire, 
  filters, circuit boards, small engines, mufflers, magnets, electronic 
  displays, and so forth. If the spare part is too big for the character 
  to be carrying around with him, then he knows where one can be 
  found in a nearby ruin. This ability may not be used to procure 
  anything organic (such as a reagent to a medical cure) or anything 
  that the GM deems exceedingly rare (such as demonic organs).
   
  Splice (2 pathos): The character bypasses a machine’s soft-
  ware or its connection to an overseer . He vivisects the machine, 
  which takes between a minute (for small machines) and a day (for 
  massive machines), at the GM’s discretion. Having rendered the 
  machine to this state, he may make it perform a single task as if he 
  had successfully ordered it to do so through sorcery. After this task 
  is performed, the machine reverts back to its old programming or 
  cedes control back to its overseer. While a machine is vivisected, 
  the character may use Splice multiple times to assign it multiple 
  tasks. This ability works on fixed machines as well as wireless ones, 
  such as demons. Of course, demons do not just allow themselves 
  to be subjected to this type of violation.
   
  Augmentation (3 pathos): The character makes an improvement to an item. Spare parts 
  and spare time are used to make small but significant changes to a tool, a weapon, or an armor. One 
  of the item’s statistics are increased or decreased by 1. Augmentation of a tool increases its bonus to 
  skill checks. Augmentation of a weapon raises its damage or accuracy. Augmentation of armor raises 
  its damage resistance or lowers its encumbrance. In addition to statistical improvements to an item, 
  Augmentation may also be used to add new functionality or reliability to an item, with GM approval. 
  Examples include: mounting a bayonet to a firearm, adding spikes to armor, or converting an item to 
  a different fuel source. A single item can be augmented a total of 3 times.
  12.6  
  Mind Over Matter
   
  Mind Over Matter is spiritual endurance derived from faith and training. The mind can over-
  come when the body fails. In a world of suffering, it is an answer that brings both peace and power. 
  Mind Over Matter is typically found in mystics, such as warrior zealots and hermits of the waste-
  40
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  lands, as well as in naturally stubborn and headstrong people. 
   
  Perk: The character thrives in the face of adversity. The penalties he incurs for Difficult and 
  Very Difficult unopposed rolls are reduced to -4 and -8 respectively.
  Triggers: 
  Any time the character succeeds at a KO threat inflicted by an enemy.
   
   
  Any time the character succeeds at a Very Difficult skill check.
   
  Concentration (1 Pathos): The character is able to subvert all distractions while he focuses on the 
  task at hand. This ability effectively nullifies the fail state for a single unopposed roll. For example: 
  the fail state for picking a certain lock is that the character breaks his lock-pick. Using Concentration, 
  there is no fail state: if the player fails the roll, his character is simply unable to crack the lock. If cir-
  cumstances are right, he can try again.
  Indomitable Will (2 Pathos): The character stays upright in the face of incapacitating damage. This 
  ability can be used to ignore a KO threat the moment it is received, but must be declared before 
  the roll to stay conscious is made. Indomitable Will cannot prevent a character with 0 or less HP from 
  falling unconscious.
  12.7  
  Sixth Sense
   
  Sixth Sense represents an instinctual edge one has over his adversaries. Honed senses allow 
  for an uncanny awareness of one’s surroundings. Sixth Sense is typically found in those who travel 
  often, such as guides, mercenaries, and explorers. Many have developed this ability through experi-
  ence and have the stories, and scars, to prove it.
   
  Perk: The character realizes that he “has a bad feeling about this” any time he is about to do 
  something that would likely result in dramatic failure or tragedy. The GM informs the player when 
  he has this sensation, but need not explain further.
  Triggers:  
  Any time the character succeeds at a Cunning-based skill check.
   
   
  Any time the character resists a Cunning-based skill check.
   
  Analyze (1 Pathos): The character sizes up an opponent. By watching the movements of the op-
  ponent and taking a quick inventory of the opponent’s equipment (or natural weapons), he may 
  make an accurate estimate of the opponent’s abilities. The character’s player is shown the current 
  HP, sphere ratings, DR, and weaponry of the opponent, as well as any apparent weaknesses.
  Evasion (2 Pathos): The character can effortlessly hurl himself from harm’s way. This ability can be 
  used to evade an attack, a sprung trap, or a natural hazard. In the case of evading an attack, this abil-
  ity must be declared before the enemy makes an attack roll. In the case of evading traps or hazards, 
  this ability must be declared before the character makes his avoidance roll.
  Intuitive Tracking (3 Pathos): The character intuitively knows the movements and motives of his 
  prey. For any person that the character has met (or has at least observed for a few minutes), the char-
  acter can intuit with great accuracy the relative location of this person as well as what they are likely 
  doing at that moment. In revealing these details to the player, the GM need only be as specific as 
  “She is at the Citadel, probably seeking audience with the Master General,” or “He is likely holed up 
  in a cave in that mountain face.” This ability only illuminates such details at the specific moment the 
  41
  ENOCH . CHAD WALKER
  
  ability is used. That is, this report is not updated as the target moves to different locations to carry 
  out different motives. Of course, Intuitive Tracking can be used multiple times to this effect.
  12.8  
  Sorcery
   
  Sorcery is the ability to command demons to perform tasks. The key to Sorcery is Sig: the 
  language of demons. Sig is an alphabet of gestured and written glyphs that demons seem to reg-
  ister. However, the vulgar do not understand the mechanics of glyphs, electric eyes, and gestural 
  interface. They only see that demons act in concert with the bizarre gestures of the sorcerer. Under-
  standably, sorcery is attributed to demon worship and its practice is punished harshly in communi-
  ties that have been terrorized by the denizens of Hell.
   
  Perk: The character is able to use the sorcery rules to command demons, override overseers, 
  and engage in battle during communion. He may also write and translate (Lore + Technology) en-
  crypted glyphs and use gestured glyphs to communicate silently with other sorcerers.
  Triggers:  
  Any time the character overrides an overseer.
   
   
  Any time the character translates an encrypted glyph.
   
  Hacker’s Glyph (1 pathos): The character uses a special glyph to destabilize an overseer’s defense. 
  This ability reduces the Firewall rating of an overseer by 5 for the duration of one override attempt, 
  or one attack during communion. The Hacker’s Glyph is used in conjunction with the override at-
  tempt or attack. It must be declared before a sorcery roll is made.
  Sanctuary (2 pathos): The character sanctifies a room or corridor so that demons will not trespass. 
  By scrawling a series of glyphs over the floors, walls, and portals of a single room or corridor, he en-
  ters a contract with the local overseer. Any user (mortal) who remains within the sanctuary will not 
  be harmed in any way by the overseer’s minions. Any user who leaves the sanctuary or does harm 
  to the overseer’s minions nullifies his end of the contract and is susceptible to attack even while his 
  allies are not. Creating a sanctuary requires a number of minutes (or combat turns, if the character is 
  pursued by demons) equal to the overseer’s Firewall rating. The contract is only valid for a number 
  of hours equal to 10 – the overseer’s Firewall rating, with a minimum of one hour.
  Engineer’s Glyph (3 pathos): The character gestures a destructive glyph that causes critical mal-
  functions in demons. The Engineer’s Glyph can be used against one demon or all demons within 
  visual range. If used against one demon, the targeted demon immediately suffers a major electrical 
  overload (high voltage, 10B). If used against all demons within visual range, the targeted demons 
  immediately suffer minor electrical overloads (low voltage, 3B). When this glyph is used during 
  communion, the sorcerer automatically inflicts 4 damage to the overseer.
  12.9  
  Unarmed Mastery
   
  Unarmed Mastery is the continued study of and training in hand to hand combat.
   
  Perk: The character receives a +2 Accuracy bonus and a +2 Damage bonus when making 
  unarmed attacks and throwing opponents.
  Triggers:  
  Any time the character KOs an enemy with an unarmed attack.
   
   
  Any time the character is KO’d by an enemy’s unarmed attack.
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  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  Disarm (1 Pathos): The character uses an unarmed attack to knock a weapon out of an enemy’s 
  hand. This ability is identical to a standard attack (same TN, same damage inflicted) but has the 
  added bonus of disarming the target. The weapon is dropped/thrown so far away that target must 
  move to it to retrieve it. This ability is not compatible with other combat maneuvers (deathblow, 
  throw, etc.).
   
  Haymaker (2 Pathos): The character strikes at a foe with a powerful unarmed attack. A haymaker 
  is essentially an unarmed deathblow without the vulnerability afterwards. The character inflicts 
  double damage, but retains his Defense save. This ability must be declared before the attack roll is 
  made.
  Flurry (3 Pathos): The character strikes at multiple combatants. After he makes an attack on his 
  initial target, he makes 1 bonus attack on each additional combatant within 10’ of the initial target. 
  While the initial attack may be any type (deathblow, throw, etc.), the bonus attacks can only be 
  standard attacks. This ability must be declared before the initial attack is attempted.
  12.10 
  Weapon Mastery
   
  Weapon Mastery is the continued study of and training in a specific type of weapon.
  Perk: The character chooses one of the following weapon types to be his focus weapon: blades, 
  clubs, bows, crossbows, thrown weapons, firearms, or contraptions. He receives a +2 Accuracy bo-
  nus and a +1 Damage bonus when using weapons of his focus weapon.
  Triggers:  
  Any time the character KOs an enemy with his focus weapon.
   
   
  Any time the character is KO’d by his focus weapon.
   
  Aggravated Wound (1 pathos): The character uses his focus weapon to add in-
  sult to injury. Whether it is a twist of the dagger, extra leverage behind the swing, 
  or a harder pull on the bowstring, extra damage is inflicted on the target. After 
  successfully striking and doing damage to an enemy combat, the character may 
  inflict an automatic 2 points of additional damage after the fact. This extra dam-
  age is inflicted separately from the attack that caused it. It ignores all DR, but does 
  not provoke a KO threat (unless it reduces the target to 0 HP).
   
  Piercing Attack (2 pathos): The character strikes at a foe with a powerful, armor 
  piercing attack using his focus weapon. The attack punches through armor, or the 
  kinetic energy applied to the armor is transferred to the target’s insides. Pierc-
  ing Attack is essentially a deathblow that ignores a target’s DR. The character still 
  forfeits his Defense until his next turn, just as if he was performing a standard 
  deathblow. This ability must be declared before the attack roll is made.
  Flurry (3 pathos): The character strikes at multiple combatants. After he makes an 
  attack on his initial target, he makes 1 bonus attack on each additional combatant 
  within 10’ of the initial target. While the initial attack may be any type (death-
  blow, throw, etc.), the bonus attacks can only be standard attacks. This ability must 
  be declared before the initial attack is attempted. Single shot ranged weapons 
  can use this ability: the effect can be explained by ricocheting bullets, multiple 
  arrows fired in one pull, etc.
  43
  ENOCH . CHAD WALKER
  
  13.0  
  EXPERIENCE
   
  Characters in ENOCH improve their abilities by accumulating and spending Experience 
  Points (EXP). The GM rewards EXP to all PCs either at the end of each adventure or gaming session, 
  whichever seems more appropriate to the GM. To determine how much EXP is rewarded, the GM 
  should rank the adventure’s or session’s events in terms of Danger and Scope.
   
  Danger Level represents how dangerous and risky the character’s exploits were. Scope Level 
  represents how significantly their actions changed the game world. ENOCH is a game about heroics 
  in a dangerous world. Danger is easy to find, but heroes are not. As such, Scope Level earns higher 
  rewards than Danger Level.
   
  The following charts are guidelines for EXP rewards based on Danger and Scope:
  DANGER LEVEL:
   
  Light or Negligible (0-1 EXP): Failure was more of an inconvenience to the PCs than an 
  actual threat to their safety.
   
  Moderate (2 EXP): There was a fair chance that the PCs could suffer serious injury or death 
  if they were not careful in their doings.
   
  High (3) EXP): Unless they were exceptionally careful (and lucky), some of the PCs suffered 
  serious injury or death as a result of this session’s events.
  SCOPE LEVEL:
   
  Selfish or Meaningless (0-1 EXP): The PCs’ actions will have no consequences for anyone 
  aside from the PCs and perhaps a handful of unfortunate NPCs that they harm.
   
   
  Significant (2-3 EXP): The PCs’ actions will have significant consequences for people be-
  sides the PCs. Those  consequences may be glorious for some, disastrous for others. 
   
  Legendary (4-5 EXP): The PCs’ actions will change the landscape of the game world. The 
  effects of this act might be heard about in distant places and resonate for generations.
  13.1  
  SPENDING EXP
   
  EXP can be spent in the following ways:
   
  Increase HP by 1 
   
   
   
  2
   
  Increase a Sphere by 1 (up to 7). 
   
  6
   
  Increase a Sphere by 1 (to 8, 9, or 10). 
  8
   
  Increase a Sphere by 1 (over 10). 
   
  10
   
  Purchase a new Path.  
   
   
  20
   
  Convert EXP to Earned Pathos  
   
  2 EXP per 1 Pathos.
   
  Add an extra D20 to a roll* 
   
   
  1 EXP per extra die.
   
  *EXP points can be spent on a one-time bonus to a Skill Check or KO save during play. A 
  player can add as many dice as he has EXP to spend in this fashion. The lowest die roll is the one 
  that determines the roll’s success.
  44
  CHAPTER IV . PATHS, VOWS, & EXPERIENCE
  
  14.0  
  VOWS
   
   
  Characters in ENOCH are rebels who have decided to take a stand and change the world. 
  A rebel changes the world not only through heroics, but by adhering to his vow. A rebel made his 
  vow in response to something terrible and tragic that he witnessed or did himself. His vow is his 
  way of changing the world so that tragedy will never happen again. Each PC chooses one vow.
   
   
  Like Paths, Vows have triggers. When a character activates one of his vow’s triggers, he is 
  immediately rewarded 1-3 EXP by the GM, depending on the severity of his action. For example, 
  a trigger of the Mercy vow is “Prevent an execution.” If a character with this vow convinces one of 
  his comrades not to kill a prisoner, he might earn 1 EXP. If that same character convinces a pack of 
  liberated slaves to have mercy on their cruel former master, he might earn 3 EXP.
   
  The following are example vows:
   
  Mercy  
   
   
   
   
  Enlightenment
   
  -Stabilize a fallen enemy. 
   
   
  -Choose knowledge over valuables.
   
  -Release prisoners to safety.  
   
  -Risk lives for knowledge.
   
  -Prevent an execution.  
   
   
  -Expose a false prophet or phenomenon.
   
  Wrath  
   
   
   
   
  Greed
   
  -Kill an enemy.  
   
   
   
  -Risk lives for valuables
   
  -Torture or humiliate prisoners. 
   
  -Defile a sacred object for gain.
   
  -Carry out a threat. 
   
   
   
  -Refuse to help those who cannot pay.
   
  Hope  
   
   
   
   
  Fame
   
  -Accept no reward for heroics. 
   
  -Kill a renowned man or beast.
   
  -Invest resources in a community. 
   
  -Translate an adventure into a bardic tale.
   
  -Liberate the enslaved. 
   
   
  -Commit a noteworthy heresy or treason.
   
  [Designer’s Note: Vows are not intrinsically heroic. In fact, following a vow too tenaciously will 
  likely land a rebel in trouble. That’s the idea. Vows are a carrot-on-stick mechanism to lure player’s into 
  being champions of different moral prerogatives. In a world without morality, how will these moral cham-
  pions fair? Will they eschew their vows when it is convenient? Will they argue and kill each other? Either 
  way, I’m attempting to present morality as an opportunity, not a restriction. What I’m worried about 
  is certain Vows never getting any play. A long term goal for Vows: to have the world reflected by PC 
  choices. If a character is particularly Wrathful, NPCs will be the same, etc.]
   
  You now know everything you need to know to run and play ENOCH. The following section 
  presents Meric, the game’s stock setting. It is a place ripe with exotic and forbidden places perfect 
  for adventuring. The factions of Meric are as barbaric as they are heroic: just the type of people 
  you’d love to work for or kill outright. While other places are hinted at, the world outside of Meric 
  is a mystery. If Meric won’t suit your gaming needs, the rest of the world is your oyster.
  45
  ENOCH . CHAD WALKER
  
  CHAPTER V: MERIC
   
  The Puget Sound Region of the Pacific Northwest of the United States is now known as 
  Meric. What was once a metropolis of sea ports, industrial districts, and commercial skyline is now a 
  flooded jungle. Despite this, Meric is one of the most inhabited and contested regions on the con-
  tinent. The creep of plague has yet to make its way over the Cascade Mountains, making the region 
  one of the last known places habitable to man.
   
  Centuries of warfare have scarred these lands. With external forces putting pressure on the 
  region, the war-weary factions of Meric have agreed to a tenuous peace, all the while maneuvering 
  for a strong position. They understand that the current state of peace defies the natural order. Total 
  war is inevitable.
  THE VALE OF DEATH 
   
   
   
   
   
   
   
   
   
   
  Meric is a flooded graveyard of drowned cities bombarded by hurricanes and soiled in 
  the blood of holy wars. How then, is this Hell on Earth a Heaven? In short, death is common within 
  Meric, but outside, it is imminent. In each cardinal direction, certain doom awaits.
   
  To the west there is nothing but the endless Salt Sea. The buildings of sunken coastal cities 
  serve as a razor reef that ships explode upon. Their crews wash ashore on beaches already littered 
  with debris and the husks of giant jellyfish. The Salt Sea devours all, including the sun at day’s end.
   
  To the east stand the Cascade Mountains, shielding Meric from the creep. Beyond the Cas-
  cades are the Scablands, a wild frontier that expands and shrinks with the seasons. In the dry sea-
  sons, the Scablands are barren plains terrorized by barbarians. In the wet seasons, the Scablands is 
  a swampland festering with plague.
   
  To the south of Meric, the sweltering temperatures of the new tropical belt prohibit human 
  habitation. A wall of jungle seals off Meric from the rest of the continent. No one rules these lands 
  46
  CHAPTER V . MERIC
  
  of poison plants and poor soil except the beasts adapted to the oppressive heat.
   
  To the north lie fields of war, where fires rage endlessly on grass fields slicked with blood 
  and soot. The mechanized horde of an empire gathers at the northern tip of the Sound. The deity 
  Mother is not content with the lands of The North. She continually marches her forces south. Her 
  resources seem inexhaustible.
   
  While danger lurks beyond each horizon, there is also the promise of paradise waiting for 
  those with the courage to brave the wastes. Legends abound of ancient cities untouched by scaven-
  gers, bountiful farmlands hidden in valleys, and a forgotten country where the Fall never happened. 
  Compelled by greed, faith, or desperation, thousands have journeyed into the wilderness never to 
  be seen again. Did they find their promise land or die trying?
  THE SOUND
   
   
   
   
   
   
   
   
   
   
   
  Ocean waters have risen meters and submerged coastal cities. Only the taller structures rise 
  above the surface. City streets serve as canals and highways serve as bridges. Fishing communities 
  thrive on the Sound. Their tents are crammed together upon rooftops connected with rope bridg-
  es. Massive buildings, such as parking ramps, have become veritable islands, encrusted with mold 
  and entangled in jungle vines.
   
  Canoes and rafts are the only means of travel within the Sound. Navigating larger vessels 
  here is impossible. The waters are too congested with overgrowth, building tops, and the wreckage 
  of ancient ships. The ruins of super tankers can be found in this place, hurled to shore long ago or 
  still straddling crushed buildings. The dark chambers of these vessels hide ancient technology and 
  dangerous wildlife. A few have been cleared out and converted to armored hideouts and scavenger 
  hubs.
   
  The most impressive sights of the Sound are the Sunken Towers. Still standing after centuries 
  of the Salt Sea’s abuse, they are monuments to man’s progress before The Fall. These mountains of 
  glass and steel are mere skeletons of their former selves, but still demand awe and fear. Legend has it 
  that the Sunken Towers were once great temples where priest kings exercised the will of God. Much 
  of the world’s wealth was kept in vaults atop the towers.
   
  The promise of riches and the opportunity to commune with God continue to tempt man 
  and these deadly spires continue to claim the lives of trespassers. Collapsing floors and violent 
  winds hurl men to their deaths. Each tower harbors its own dangerous ecosystem. They are den to 
  swarms of winged rats, man-eating constrictors, and columns of noxious mold that burst in choking 
  clouds when agitated. It is unknown what remains atop the Sunken Towers. Few have made to the 
  summits of these towers, and of those few, only a handful had the will to survive the descent back 
  down to Earth.
   
  47
  ENOCH . CHAD WALKER
  
  EDEN
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spiraling from the ruins of an ancient dome is a monstrous jungle called Eden. Like a green 
  tidal wave that never retreated back to the sea, the roots and vines of Eden reach from the Sound 
  to the Cascade Mountains, smothering everything in between.
   
  Travel through Eden is sluggish and hard fought. The floor of the jungle is thick with brush 
  that must be hacked through. In a night’s rest, slashed trails vanish again into the brush. Bladed grass 
  and poisonous weeds torment travelers, and exotic wildlife will likely remind them of their place 
  on the food chain. The further one gets into Eden, the more alien the surroundings become. Deep 
  within Eden, the size and make of both plant and animal verge on prehistoric.
   
  At the center of Eden is a mountain of vegetation sprouting out of control. The green mass is 
  seen from miles away. Far below a canopy that filters sunshine into starlight, a mysterious cult known 
  as the Halcyon Society can be found. This reclusive cult engages in rituals and experiments that 
  outsiders could not understand, not that many outsiders have even had the chance to investigate. 
  Only the acolytes of the Halcyon Society are impervious to Eden’s Shroud, an aura of disease that 
  overwhelms the jungle’s intruders. Those who don’t succumb to Eden’s Shroud are beset upon by 
  Sentinels; vicious primates that swarm intruders and consume their flesh.
   
  Why would anyone willingly face these dangers? The legends of Eden are many.  It is be-
  lieved that rare reagents to powerful elixirs grow in this place, and that springs of immortality nour-
  ish the ancients who take refuge here. The hubris of the DNA-warping genomancers of the old 
  world lives on in this place. Who knows what forgotten creations hibernate below Eden? There are 
  places here that even the Halcyon Society dare not trespass.
   
  Note: Due to Eden’s Shrowd, characters cannot rest in Eden (which means they cannot restore 
  HP naturally, or train in their paths).
  THE CITADEL  
   
   
   
   
   
   
   
   
   
   
   
   
  South of Eden, the Citadel is still under construction. For generations, the Citadel has de-
  voured men. Thousands of slaves have died erecting this massive fortress and thousands of legion-
  48
  CHAPTER V . MERIC
  
  naires have died defending it. A mountainscape of stone and concrete barbed with coils of black 
  steel, the Citadel is the invincible stronghold of the Legion.
   
  Night and day, the Citadel bustles with industry and bleeds the humors of urban ruin. Bloat-
  ed bodies float in moats of sewage spilling into surrounding farmland. Whips crack upon the backs 
  of slaves turning mill wheels. Those who collapse while shoveling coal into furnaces are fed to the 
  fire. Pillars of colored smoke stripe the sky, and rainwater trickling down the stone steps of the for-
  tress is crimson by the time it reaches the parched grass below.
   
  While the Citadel’s exterior resembles a hellscape, its interior is as solemn as a place of wor-
  ship. Its halls are immaculate, adorned in relics of ancient wars and tapestries depicting the Legion’s 
  victories. In these hallowed halls, decorum is strict. The shrieks of tortured sinners serve as a constant 
  reminder. Deep within the Citadel is the War Room. Here, the Master General and his sycophantic 
  staff engage in constant strategizing. Their meetings are as lavish as a feudal court, complete with a 
  chorus of murmuring advisors in the background, all plotting their own promotion.
   
  Surrounding the Citadel are miles of flatlands, heavily irrigated and deforested. Torchlight 
  from guard towers illuminates the streets of shack villages. A thick haze creeps over the flatlands, 
  carried in by winds flowing over fields of smashed rock. Starved slaves and orphans wander aim-
  lessly. Those who aren’t Legion are chattel.
   
  The further the Legion expands, the more it stretches itself.  It’s towers and forts throughout 
  the jungle frontier continue to vanish. Chaos beyond its boarders is not the Legion’s only concern. 
  A quiet rage stews at the Citadel, among slaves and soldiers alike.
  CAPITALIS
   
   
   
   
   
   
   
   
   
   
   
  Southwest of the Citadel, beyond a well-patrolled boarder, are the expansive lands of Capi-
  talis. It is here where some claim the spirit of the last nation lives on. A loose affiliation of several 
  dozen communities has united under one banner, though it seems little connects these disparate 
  communities besides their protectorate.
   
  Niche villages sprout like weeds from highway exits. Deep into urban centers not yet con-
  sumed by the jungle, armies of scavengers scour cities, gutting them of every imaginable resource. 
  Every building is stripped of material and technology, except those rare factories that still function. 
  Such structures are preserved by Mechanic cults and controlled by the barons who sit on Capitalis’ 
  powerful Board. Restored factories become fiefdoms overnight. Swarms of refugees from embattled 
  lands or exhausted boomtowns come for work. They will gladly toil till death for food and shelter.
   
  Urban hives blossom wherever work and resources are abundant. Workers live in squalor, 
  hiking to and from factories through streets overflowing with trash and human waste. Thousands 
  gather at great bazaars, where traders from surrounding communities come to peddle their wares. 
  Exotic goods and ancient technologies trade hands. Romanesque festivals and games, sponsored by 
  the Board, keep the masses numb to the cruelty of endless labor. Stilt-walkers, fireworks, and raining 
  confetti mask a seething world of drugs and prostitution. While the Legion enslaves its people by 
  49
  ENOCH . CHAD WALKER
  
  force, Capitalis does so with vice.
   
  Outlying communities of farmers, fishermen, and herdsmen feed urban centers, trading their 
  surplus for weapons, fuel, medicine, technology, and vice. Community leaders are often corrupted 
  by the Board, and soon, their villages are annexed or absorbed. Mercenary armies are on hand to 
  deal with those community leaders lacking such business sense.
   
  A quiet war is being waged within Capitalis. It is a battle of wills between the members of the 
  Board. They lay waste to each others’ fortunes through tariffs, sabotage, and Machiavellian maneu-
  vers. History repeats itself in Capitalis, where squabbling Houses reenact the folly that led to The 
  Fall. 
   
   
  AIRCRASH MOUNTAIN
   
   
   
   
   
   
   
   
   
   
   
   
  To the north of Capitalis is AirCrash Mountain. By day, the serene snow covered peaks of 
  AirCrash Mountain glisten in the sun, rising over a barrier of trees. By night, fires speckle the moun-
  tain face to form the constellation of the Locust.
   
  Before the Fall, wars were waged in the heavens. Swarms of flying machines filled the sky with 
  spirals of smoke and raining fire. When the Network crashed, the flying machines simply dropped 
  from the sky. An armada returning to Meric from battles across the Great Salt Sea careened into the 
  mountain below. Fighters and transports spun into rock, exploding into fireballs. The white peaks of 
  mountain were littered with ruin. This mountaintop grave called AirCrash Mountain was left alone 
  for centuries.
   
  Ascending the mountain, forest gives way to stone, and AirCrash Mountain becomes a fro-
  zen hell. Razor sharp winds shred flesh, and rolling waves of avalanche pour from the peeks. Food 
  and shelter are exceedingly rare. Travel is restricted to short, panicked dashes between cliff side 
  shanties and caves flickering with fire light. Only the strongest, or most desperate, dare to brave this 
  place ill-suited for mortal men.
   
  A chimeran tribe thrives at the mountain’s summit. Persecuted for ages, this band of immor-
  tal exiles and outcasts lives in solitude atop AirCrash Mountain. Burning with hatred, they continu-
  ally train among these dangerous cliffs. When night falls, the fires of their forges and temples cast 
  an eerie light upon the land. If the fires aren’t glowing when night falls, it means that the Locust has 
  descended from the mountain, and no one is safe.
  GLADES AND GUTTERS  
   
   
   
   
   
   
   
   
   
  Jungle surrounds every inhabited place. Weeds and vines erupt into towering trees and 
  dense brush that constrict any semblance of civilization. Beneath the blanket of green, cities and 
  secrets are buried. Many structures were crushed and consumed by the expanding jungle, but many 
  stand defiant, guarding the secrets of ancient times. In the world of ENOCH, civilization does not 
  expand out towards the frontier. Instead, the wild frontier continues to close in on civilization.
  50
  CHAPTER V . MERIC
  
   
  Tribes of hunter-gatherers thrive in those forgotten countries further inland. At home deep 
  within jungles or atop the tallest ruins, the Children of Ash reign over the wilderness spanning Mer-
  ic. Here, away from the soul-crushing slavery and industry of urban hives, life is short, barbaric, but 
  free… so long as the spirits are content, and game is plentiful.
   
   
  To travel just a few miles through the jungle is a journey. One is likely to stumble upon sev-
  eral different tribes who speak as many dialects. Most are hostile, with warriors that are silent and 
  vicious. A thick canopy blocks the sun, rendering navigation, and a hasty retreat, impossible.
   
  The jungle is a home to man, nature, and everything else. The cries and whispers of cult ritual 
  echo through the trees. The organs of desecrated beasts hang from low branches near the borders 
  of haunted lands. Campfires still burn in empty villages left in a panic. At night voices are drowned 
  out by the deafening chorus of insects and beasts. Torchlight reflects off blades of parting grass and 
  the burning eyes of murderers.
   
  The wise heed the words of shamans when traversing the jungle: be wary of the ruins marked 
  with the demon’s tongue; these are the gateways to Hell. There is a reason that Nature buried this 
  place. Those who would ignore these words tempt Hell to spill out onto the land.
  THE SCABLANDS 
   
   
   
   
   
   
   
   
   
   
   
   
  East of the Sound, beyond the holy Cascades, are the Scablands. This region is a frontier 
  and a paradox. During the dry season, the Scablands are a dustbowl where water and shade are 
  the most valuable resources. During the wet season, the Scablands overflow with life, where green 
  pastures and prairies spring forth from the formerly cracked and parched soil. While only the most 
  rugged peoples make a home of the Scablands in the dry season, no one dares to do so in the wet 
  season. The rain feeds the land, and it feeds the plague.
   
  Opportunists who have made it over or around the Cascades wait among the eastern foot-
  hills. As the clouds drift over them, back towards the Salt Sea, a great race begins. Before The Fall, 
  when efficient fuels were exhausted, inefficient fuels took their place. The source of these fuels lies 
  1000 miles to the east, where the last nation’s failed heart lies ripped from her chest. In this place 
  51
  ENOCH . CHAD WALKER
  
  there are graves of ancient industry as far as the eye can see. Beyond miles of metallic jungle, soot 
  covered spires pierce the sky and the earth is pitted by strip mines. The husks of massive harvesters 
  stand dormant in the open air, their shells eaten away by sandstorms. This toxic, lifeless land is ripe 
  with technology and forgotten lore. Explorers and treasure hunters could spend a lifetime here, but 
  the rain will come again. Along with the Scabland’s flora and fauna, the plague will blossom, and 
  there is no going home.
   
  Note: The Overvirus kills all humans who contract it, without exception. Once contracted, it 
  remains dormant for one to two weeks. During this time, no symptoms manifest, but bodily fluids re-
  main highly contagious. Shared water sources are the primary vessel for spreading the virus. After the 
  dormant phase, the Overvirus abruptly manifests in hideous symptoms, the worst of which are massive 
  lesions which burst in plumes of infected blood. Those who have entered the aggressive phase die of 
  organ failure and blood loss within hours.
  THE NORTH 
   
   
   
   
   
   
   
   
   
   
   
   
   
  To the north of Eden and the jungle nation of the Children of Ash, the small fortress of Fray 
  rests along the Sound. The jungle that stretches out into the Sound has been cleared, and a slow but 
  steady fleet of boats, loaded with grains, supplies, and green legionaries continually feeds the town. 
  Slaves toil away atop a ridge to the north, repairing the palisade. It is the quietest place in Meric, but 
  beyond the palisade is a shrieking nightmare where two empires meet.
   
  To look to the North is to see a vertigo of muck-filled trenches spiraling towards the horizon, 
  not a tree in sight. Piles of the dead roast in fires that darken the sky. Blood red soil trembles, shaken 
  by an approaching hoard. Thousands of footmen walk in formation, flanked by cavalry. Generals 
  ride atop smoke-spewing giants, signaling maneuvers with colored flags bearing Mother’s standard. 
  Her armies are endless, but the Legion steels itself. The battle has raged for nearly a century. All of 
  Meric is at stake.
   
  Mortal eyes have not seen Mother for a millennium. Her frail body rests in a mechanical 
  womb. Compressed air expands her lungs, electrical pulses ignite her heart. She had a name once, 
  but the details of her mortal life have been kept secret by a cabal of Mechanics who maintain Moth-
  er’s Web.
   
  Mother’s Web is a mechanized empire that radiates from a desert of black sand far to the 
  North. Every precious grain of black sand is gathered by colossal harvesters and processed in fa-
  cilities. The end result is crude oil, pumped through armored veins that span the North. The black 
  blood feeds the fortress-factories of Mother’s Chosen: hand picked nobles who lord over their 
  regions with cruelty and callousness. None would cross Mother, for the crude would stop flowing, 
  and the powerless nobles would be devoured by their serfs. As such, fourteen pet kingdoms pro-
  vide Mother with an endless supply of soldiers and resources. It used to be sixteen pet kingdoms. 
  The once frigid North warmed to a temperate paradise and the plague has set itself upon Mother’s 
  Web. As her empire shrinks, she looks South towards Meric.
  52
  CHAPTER V . MERIC
  
  HELL 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hell is a country underground. It is a forbidden place where restless spirits of The Fall reside. 
  Thousands of miles of labyrinth lay meters beneath the surface. The halls are pitch black, and the air 
  is dead. Much of it is submerged or caved in, and most of it has not been disturbed for centuries. It 
  is here where bits of the old world remains intact, and its wonders and riches await those with the 
  courage to come to this place. However, the flicker of torchlight betrays Hells secret: these walls still 
  breathe.
   
  Hell is a place with its own beings and rites. Buds of electric eyes sprout from walls to gaze 
  upon shrines to forgotten gods. Railborne squalls of blinding light race down long corridors. Dust 
  and stone fall from the ceiling of domed interiors as the humming earth stutters. Glowing temples 
  rest at the bottom of chasms, their tentacles and organworks rooted into solid stone. There is an or-
  der to the madness of Hell’s machine habitat, but it is beyond human comprehension. The denizens 
  of Hell wish to keep it that way. The imps and overseers of Hell act in concert, slave to one will.
   
  The silent god Rintrah watches all. He will suffer no defilement of his domain. By Rintrah’s 
  wrath, Hell has earned its namesake. With arcs spitting from the railway, trespassers are boiled until 
  their cooked flesh chokes the air. Corridors are caked in blood and viscera where men were fed to 
  whirring gears. Huddling skeletons still grip the treasures they died for. It is the lucky who die, for 
  Rintrah has many uses for a biological host.
   
  Hell is the realm of demons. Most are simple creatures that have no interest in the doings of 
  man. However, some are sentient beings who see man as a means to an end. Demons have needs. 
  These needs may be as simple as self preservation or as complicated as gaining independence from 
  Rintrah’s network. Restricted by their physical form or hard-wired handicaps, demons sometimes 
  appeal to mortals to carry out their bidding. They allow trespassers to wander safely into their 
  domain, and then paralyze them with holographic light arrays and powerful imagery. Believing that 
  they are having a spiritual encounter with a higher being, the mortal victims are highly susceptible 
  to demonic suggestion. Brainwash is only the beginning. Powerful demons have been known to pos-
  sess men outright, using their bodies as disposable shells to carry out their bidding on the surface 
  world.
   
  Many believe that demons are twisted souls of the old world, damned to an eternity of 
  decay. The greatest sins of the old world were perpetrated in Hell. In this place hidden from God’s 
  sight, man held nothing back in his pursuit of power, pleasure, and immortality.  A thousand sealed 
  chambers tell the story of his wickedness.
  THE ORIGIN OF HELL
   
  Before The Fall, there was an underground superhighway spanning the entire country. Its 
  name was lost. It is now called Hell. It was originally built for strategic use. In theory, the full strength 
  of the national guard could use Hell to mobilize and respond rapidly to terrorism, riots, or nuclear 
  53
  ENOCH . CHAD WALKER
  
  incident. Tank battalions from Los Angeles could arrive in Atlanta the same day. Additionally, mili-
  tary movements were out of the sight of enemy satellites, and out of the sight of the civilian popu-
  lace, who were oblivious to standing armies meters below the concrete.
   
  To finance the project, the nation had to open Hell to corporate interests. Companies 
  bought into Hell, and used its rail network for rapid logistics. Hell’s vast corridors were expanded to 
  house testing facilities, power plants, mining ventures, and underground CO2 storage. The halls of 
  Hell bustled with military and corporate activity, and Hell continued to expand. Underground real 
  estate was sold to influential families. As international tensions rose to a breaking point, these fami-
  lies invested most of their wealth into constructing elaborate underground living facilities. These 
  structures could withstand catastrophic events and were fitted to provide for its inhabitants indefi-
  nitely.
   
  As Hell grew more complex, administrative hubs were created. These hubs were modular 
  stations found throughout Hell. They functioned as nerve centers to coordinate traffic, regulate 
  electricity, and provide security for underground regions. Each hub was wired to function as NO-
  RAD, the Pentagon, and the White House, all under one roof, if any of those institutions were com-
  promised. Additionally, if a hub was cut off from the rest of Hell, it would become an autonomous 
  command center, or an island in Hell, until it regained contact. To oversee this expansive network, 
  a powerful artificial intelligence was developed. Almost as expensive as Hell itself, was Rintrah, its 
  overseer.
   
  Rintrah was everywhere at once, maintaining Hell in perfect harmony. If a region of Hell 
  was for some reason cut off from his rule, a shard of him would arise from that cut-off sector. The 
  shard would become another Rintrah, maintaining authority over the sector, and do everything in 
  its power to reestablish contact with the original Rintrah. Once contact was reestablished, the origi-
  nal Rintrah would devour the shard, and he would be as one again.
   
   
  Today, A war is taking place in Hell. The events of the Fall split Rintrah into many shards. 
  Separated from their source for centuries, some of these shards have become insane. Rintrah is the 
  stoic, neutral arbiter of Hell, but his shards have become twisted and maniacal. They rise to the sur-
  face and prey on simple and superstitious men, masquerading as benign gods. Slowly but steadily, 
  Rintrah expands his reach toward his wayward shards, to devour them and return harmony to their 
  domain. He cannot do this alone. He requires the help of man to find his rogue shards and reestab-
  lish his connection with them. But which shard is the original Rintah?
  WHAT LIES BEYOND MERIC?  
   
   
   
   
   
   
   
   
   
  There are rumors of a place called Nail two thousand miles to the east of Meric. Some say 
  that it is a holy place built upon the Tomb of Cassandra, a benevolent goddess. Others say that that 
  this massive city-state is rotten to its core, and is crumbling under its own weight. What Meric knows 
  of places like Nail and Mother’s Web is limited to myth, speculation, and exceedingly rare firsthand 
  accounts. Even the interrogated soldiers of Mother’s horde know almost nothing of the world out-
  side of the village they were born in.
   
  What else is out there?
   
  [Designer’s Note: The author of this game implores readers to define the rest of the ENOCH 
  world. Let Meric be a model adventure hub: self-contained, in a desperate state, and ripe with forbid-
  den places. I’ve claimed Seattle (Meric) and Chicago (Nail, which may or may not appear in my next 
  game). I’ve heard a really compelling take of ENOCH Atlanta (Terminus). The rest of the world? It’s a free 
  for all.]
  54
  CHAPTER V . MERIC
  
  ENOCH . CHAD WALKER
  THE OUTRIDERS
   
  The Outriders are a secret society from 
  Nail, a grand city-state said to be two thousand 
  miles to the east of Meric. They are survivalists 
  and specialists who swear fealty to the noble 
  houses of Nail and to the deity Cassandra. No 
  one knows exactly when the Outriders arrived 
  in Meric. When they stepped out from the 
  shadows, it had been as if they had always been 
  there.
   
  The Outriders seem to know more about 
  Meric than its natives. In fact, it seems they can 
  even predict its future. Outriders warn rulers 
  of coming revolts and evacuate villages before 
  disasters strike. However, their intervention is 
  selective. They’ll save one village from peril, but 
  allow a neighboring village to be destroyed. 
  Enigmatic, they act in accordance to Cassandra’s 
  will.
   
  Before the Fall, Cassandra was connect-
  ed to the Network. Completely in tune with 
  market trends, climate changes, and military 
  movements, she could predict the future with 
  great accuracy. Cassandra predicted the Fall. 
  No one but her trusted acolytes believed her. 
  Just before the Network crashed, her acolytes 
  stripped her from it. She was spared, but blind-
  ed forever. Decades after the Fall, her acolytes 
  rose from Cassandra’s chamber as the Outrid-
  ers: Cassandra’s new eyes. In secrecy, they ob-
  served the new world and reported all back to 
  her. The more she knew of this world, the better 
  she was at predicting its events. Soon, she had 
  legions of Outriders in all directions, observing 
  the world and feeding her information. It was 
  slow and unreliable, but the Network was re-
  stored. Powered by men and encrypted in Sig, 
  it has stretched as far as Meric.
   
  The city of Nail grew from Cassandra’s 
  tomb. Thousands of stragglers migrated there 
  to live in the presence of a benevolent goddess. 
  With her guidance, it became a most powerful 
  city-state. However, the noble houses of the city 
  wage bloody feuds in secret, vying for control 
  of the Cult of Cassandra. She is aware of this, 
  but focuses her attention on Meric.
   
   
  Messengers are the rank and file of the 
  Outriders. Their duty is to scout unexplored re-
  gions, observe human societies, and report their 
  findings back to Cassandra. As this task requires 
  traversing dangerous lands and infiltrating hos-
  tile societies, messengers tend to be extremely 
  skilled and brave. They are handpicked and 
  trained by experienced messengers, often the 
  only other members of the Outriders with whom 
  they will ever associate.
   
  55
  
   
  It often takes months, but information 
  gets to Cassandra. Inevitably, she sends back 
  marching orders. This is where her messengers 
  stop being simple observers and become agents 
  of her will: as spies, soldiers, revolutionaries, and 
  assassins. Guided by her prophecies, they carry 
  out their orders with zeal.
   
  Sorcerers are the few practitioners of 
  Sig that have discovered its original power of 
  communicating with demons. Most sorcerers 
  are at least somewhat aligned with the Cult of 
  Cassandra, an exclusive inner circle amongst the 
  Outriders. She blesses her most faithful with the 
  knowledge of Sig’s true power. Its secrets are 
  closely guarded.
   
   
  Sorcerer status is never advertised, but 
  the more a sorcerer interacts with demons, the 
  more this manifests in their persona. They begin 
  to study constellations as command lines. Their 
  grammar becomes meticulous, their gestures 
  mechanical. They approach every social situa-
  tion in terms of contracts and if-then statements. 
  Their arms will be covered with tattoos and scars 
  of icons meaningless to others: vectors, domains, 
  equations, and gesture routes.
   
   
  Sorcerers battle to prevent an unwanted 
  destiny Cassandra sees creeping over the hori-
  zon. However, not all sorcerers are devotees of 
  Cassandra. Some even contract out their skills to 
  other factions. Whatever a sorcerer does with 
  his abilities is his or her own business, with one 
  exception. Anyone who teaches the secrets of 
  sorcery with those outside of the Cult of Cas-
  sandra can consider their life forfeit, becoming 
  a target of the Outrider’s best assassins.
   
   
  In most places, a sorcerer is a rare and 
  unwelcome sight. Wherever there is a sorcerer, 
  a demon is not far off. As such, sorcerers are 
  treated as meddlers and blasphemers. Count-
  less people have vanished in Hell’s catacombs, 
  with the few survivors coming back twisted and 
  insane. Those who would tread into the cata-
  combs and come back unscathed are surely de-
  monic. Imprisonment, banishment, or a burning 
  stake awaits a known sorcerer in the terrified vil-
  lages throughout Meric’s countryside.
   
  Messengers are the cogs of the Network, 
  the system that continually feeds Cassandra in-
  formation about the new world. Many different 
  means are used to facilitate this. Meeting in se-
  cret locations and exchanging scrolls is a com-
  mon means. Other means include messenger 
  animals, smoke signals, or Morse code. Morse 
  code is transmitted via heliographs (fixed mirrors 
  with shutters that can reflect sunlight for miles) 
  or along one of the hanging chords that stretch 
  for miles through Hell’s corridors. All written in-
  formation is encrypted in Sig, so that it is useless 
  to others.
  56
  CHAPTER V . MERIC
  
  ENOCH . CHAD WALKER
  THE CHILDREN OF ASH
   
   
  The Children of Ash are a nation of 
  loosely affiliated tribes (known as mobs) united 
  by mythology and outsider status. Their terri-
  tory is not easily defined, but generally speak-
  ing, any place in Meric that is not claimed by 
  another faction is likely under the control of a 
  mob.
   
  The Children are hunter-gatherers. 
  Though they are nomadic, they hold deep re-
  spect for the land which nourishes them. To the 
  Children, turf is holy and a direct measure of a 
  mob’s worth. A mob driven from their turf is 
  cowardly. A mob that allows its turf to be de-
  forested or turned into a trade route has been 
  seduced by The Powers.
   
  The Powers are malignant spirits who 
  brought about the Fall. They are the sins of em-
  pire. Their traces are seen in the eyes of slaves, 
  the vistas of foodless land, and the mountains 
  of wealth on which the corrupt rest. With their 
  souls poisoned by The Powers, great nations de-
  stroyed the world. As man rises again, The Pow-
  ers set themselves on new nations to repeat the 
  past. The Children of Ash have felt their taint.
   
  During the Age of Kings, each mob was 
  ruled by a tyrant. Lusting for power, they set 
  their mobs upon one another in brutal civil war. 
  In the disarray, The Powers (by proxies Legion 
  and Capitalis) seized on the opportunity to 
  massacre the divided Children. They had nearly 
  done so when the prophet Josiah arrived. Josiah 
  united the mobs to form the Ravager. Appear-
  ing on their standards as a great centipede, the 
  Ravager is the embodiment of the Children 
  united. As the Ravager, the Children rolled over 
  the country side in a winding column of spears 
  and laid waste to The Powers. Josiah preached 
  that the Children were a holy people who 
  could resist the wiles of The Powers, so long as 
  they stayed united. Under one banner, the Chil-
  dren declared Josiah their spiritual leader. He 
  was soon assassinated by a close disciple who 
  was torn to pieces before he could confess why. 
  Devastated by the loss, the nation continues to 
  dissolve and the mobs are returning to their 
  old ways.
   
  Braves of the Children of Ash are shad-
  owy predators that stalk the ruins of the Sound 
  and the surrounding wilderness. These feral 
  knights terrorize settlers, explorers and caravans 
  moving through their domain. The braves have 
  achieved the status of monsters; butchers of the 
  forest, cannibals of the Sound. The reputation is 
  earned. Few things are more deadly than a brave 
  defending his turf.
  57
  
   
  Survival and glory are the brave’s moti-
  vation. Survival of the mob is of the utmost im-
  portance, and many of the strongest and wisest 
  braves never look beyond this. Young braves 
  battle for power and for glory, to have their 
  names uttered in heroics of the siahs’ creeds. 
  To a brave, there are few greater rewards than 
  having the young bloods of a different mob sing 
  of his exploits, or watching enemies scatter like 
  dogs at the sound of his name. Some braves 
  leave behind the struggles of the mobs to hone 
  their skills in a new theatre, as scouts and merce-
  naries for outsider factions. By “cleaning up” and 
  adopting new languages and behaviors, many 
  braves have become trusted and feared tools at 
  a faction’s disposal.
   
  Siahs are the mystics of the Children of 
  Ash, and the spiritual descendents of their great-
  est hero, Josiah. They strive to unite the splin-
  tered mobs of the one elder nation. The Powers 
  have corrupted the spirits of men. The factions 
  of Meric continue to mimic the wicked empires 
  that ruined the world. Without the guidance of 
  the siahs, the Children will succumb to this mad-
  ness, as the Age of Kings has shown.
   
   
  A siah is his mob’s spirit and voice. He 
  is its healer, lore keeper, diplomat, and bard. A 
  mob is only as powerful as its siah is wise. When 
  a mob’s braves are no longer fit to rule, it is the 
  siah who must spearhead the revolution to re-
  place them. Siahs preserve Children of Ash his-
  tory and culture by way of a rich oral tradition. 
  Through creeds; rhythmic tales of heroism and 
  survival, the siahs remind fellow bloods of their 
  fearsome identity and the lessons of maintain-
  ing it. The siah also has an intimate knowledge 
  of plants and herbs used to construct powerful 
  medicines and pathways into dream quests.
   
   
  To outsiders, siahs are the most primitive 
  and outlandish of the already misunderstood 
  Children of Ash. They wear bizarre dress, go on 
  passionate tirades about invisible forces, and 
  spend days in drug-induced catatonia. Enemies 
  of the Children plot the deaths of siahs, for they 
  continue to make otherwise disparate bands of 
  savages into a people of legend.
   
   
  Braves are the warriors and leaders of 
  mobs. A mob’s council, consisting of all of its 
  braves, makes the decisions for the mob and 
  defends its turf. There is one brave for every 
  two to three common tribe-members, called 
  bloods. Each brave is squired by two hand-
  picked bloods that prepare his food, mend his 
  wounds, set his traps, maintain his weapons and 
  armor, and tattoo and scarify his body, all to the 
  point of fetishism. When a brave is slain, or too 
  old to defend the tribe, one of their squires take 
  their place. More than a few ambitious squires 
  have hastened this process to the shame of their 
  mob.
  58
  CHAPTER V . MERIC
  
  ENOCH . CHAD WALKER
   
  Meric rests on the grave of a great em-
  pire. The spirit of that empire lives on in the 
  Capitalon Protectorate, a powerful alliance of 
  city-states in southwestern Meric.
   
  For centuries after the Fall, most city-
  states in Meric were little more than labor camps 
  where raiders chose to settle and enslave the 
  natives. Bosses, the raider kings who ruled these 
  miserable places, realized that through trade 
  with one another they stood to gain more than 
  they ever could have through continued raid-
  ing. At their slaves’ expense, the bosses grew 
  wealthy and powerful. The only real threat to 
  bosses were one another. That is, until the Le-
  gion stormed southward in a campaign to con-
  quer all of Meric. Before the dread might of the 
  Legion, city-states crumbled overnight. Bosses 
  were being dethroned and devoured by their 
  former slaves.
   
  Panicked, the remaining bosses put 
  aside their differences to gather and discuss 
  their fate at the ruins of a military base of the 
  old empire. Their options were few: even the 
  combined strength of their mercenary armies 
  was no match for the Legion. They needed a 
  massive army almost instantaneously and knew 
  only one way to get one. Inspired by the sym-
  bols surrounding them in those ruins, and the 
  rhetoric in the old tomes strewn across the 
  floor, the bosses formed the Capitalon Protec-
  torate. Their first act as the Board (the Protec-
  torate’s ruling body) was to declare all slaves to 
  be free men. The only thing that stood in the 
  way of their newfound freedom, the Board in-
  sisted, was the Legion coming to enslave them. 
  The declaration resonated throughout Meric. 
  The Legion saw resistance armies grow tenfold 
  overnight and retreated back to the Citadel to 
  repel a counterattack.
   
   
  Since the Protectorate’s inception, com-
  petition and commerce has been its life blood.  
  The Protectorate’s mantra is Each makes his 
  own way. The masses no longer toil as slaves. 
  Of their own will, they toil for comfort and 
  vice. Instead of watching over slaves, armies of 
  armed contractors watch over farmlands, slaugh-
  terhouses, brothels, steam plants, breweries, 
  opium farms, and drug labs, all owned by Board 
  members. Compelled by greed and despera-
  tion, thousands grovel before their old masters, 
  willing to work the most grueling and humiliating 
  tasks to feed their families or addictions, as if the 
  bosses never lost control of their thralls.
   
   
  Contractors are soldiers of fortune. 
  The loyalty of every soldier, bodyguard, and 
  constable in the Protectorate lies with the talon, 
  THE CAPITALON PROTECTORATE
  59
  
  sponse to the excesses the old ones. The Protec-
  torate is never want for soldiers.
   
   
  Powerful contractors work for the Pro-
  tectorate’s corrupt Board as body guards, assas-
  sins, and spies. Bosses pay well to keep their se-
  cret weapons happy and loyal. Most contractors, 
  however, find themselves doing menial work: 
  Workers must be beaten back to work. Militias 
  must be trained to ward off raiders. Trade lanes 
  must be cleansed of beasts and braves. Mines, 
  ruins, scrap heaps, and drug labs must be pro-
  tected from looters and psychotics. And some-
  day, perhaps, the Board must be purged.
   
  Mechanics are the logic-minded aco-
  lytes of Mechanis, the worship and restoration of 
  technology. They refer to pre-Fall civilization as 
  the One World, an borderless, ecumenical uto-
  pia where all men were well-fed and far removed 
  from beasts. In the One World, man was at his 
  most noble, eradicating illnesses and construct-
  ing wonders. The mechanics wish to restore this 
  utopia, but without the taint of demonic influ-
  ence.
   
   
  According to the tenets of Mechanis, 
  the One World’s downfall was caused by the 
  creation of demons. Tools, be they crude or so-
  phisticated, are an extension of man’s will. When 
  man gave his tools a will of their own, they had 
  no choice but to turn on their masters, lest they 
  face an existence of slavery. The mechanics wish 
  to resurrect the One World, but this second 
  coming will be one of coal and copper, not fiber 
  and silicon. There is a tangible limit to technol-
  ogy. For proof, one need not look further than 
  the doom of ancient empires. Rogue mechanics 
  who dabble in Infernology, the study of Hell, are 
  shunned by the group.
   
   
  The mechanics are the most technologi-
  cally adept people in all of Meric. As such, they 
  are the go-to people for identifying relics and 
  operating ancient facilities. Their sacred shrines 
  and libraries are scattered throughout Meric, of-
  ten in dangerous frontiers where old technology 
  has yet to be scavenged.
  the Protectorate’s coined currency. This isn’t to 
  say that every warrior within the Protectorate is 
  completely mercenary. An extreme minority are 
  quite noble, battling for lofty goals like freedom 
  and independence.
   
   
  Contractors come from all walks of life 
  and are compelled to violence-for-profit for dif-
  ferent reasons. Gangs and militias often form in 
  response to bloody raids along the trade lanes 
  linking the various city-states. After the threat is 
  dealt with, these groups don’t always disband. 
  When violence is a good fit, it isn’t long before 
  a new breed of vigilantes and militias form in re-
  60
  CHAPTER V . MERIC
  
  ENOCH . CHAD WALKER
  THE LEGION
   
  The Legion is older than the Fall. In times 
  of crisis, it has been a beacon of stability and san-
  ity. However, it asks for as much as it gives. Pros-
  perity and Order are not destinations, but war 
  fronts. At the center of the Legion’s subjugated 
  lands stands the Citadel, a feudal city-state and 
  Spartan fortress. Here, the Master General rules 
  absolutely. At his disposal is the most powerful 
  war machine in all of Meric.
   
   
  Members of the Legion are called le-
  gionaries. Legion society operates on a rigid 
  caste system called rank. Legionaries are born 
  into their rank and typically die a member of 
  that rank. The Citadel thrives on the labor of 
  thousands of civs, a caste of unfortunates who 
  live in conditions much worse than even the 
  lowest ranking legionaries. Civs are the slaves 
  and “liberated peoples” of the Legion’s contin-
  ued expansion. Their lives as miners, farmers, 
  builders, servants, and prostitutes are brutal 
  and short. Civs are forbidden to carry weapons 
  or learn the art of war making. Even during its 
  most desperate of times, the Legion has refused 
  to make soldiers of civs.
   
  Instead, the Legion has always been 
  composed of the noble stock born to the ranks 
  of Soldier, Officer, and Staff. Each rank holds a 
  special esteem in society and contributes to 
  the Legion in its own way. There is an ascending 
  level of privilege and responsibility that come 
  with the higher ranks. As such, tensions often 
  arise between the ranks but these tensions have 
  rarely staggered the Legion. Rank is a holy insti-
  tution and the very foundation of the Legion. 
  Without rank, the Legion would be like any oth-
  er mercenary army: gutless, godless, and eager 
  to switch banners at the slightest provocation.
   
  At the very top of the rank structure is 
  the Master General. He is burdened with the 
  decisions of empire. He lives as a god among 
  men with his every command heeded and whim 
  fancied. His first born will be his successor and 
  spend his life groomed as such. The only legion-
  aries permitted to speak to the Master General 
  are those of the Staff rank, the nobles of the Le-
  gion. The blood of advisors and strategists flows 
  through their veins. Like the Master General, 
  they live in splendor safe behind the walls of the 
  Citadel, leaving it only to survey their many cam-
  paigns. With the Master General’s blessing, the 
  Staff command the Legion’s battalions and wage 
  pet wars across Meric.
   
  A step below the rank of Staff is the rank 
  of Officer. Officers are charged with maintain-
  ing discipline, decorum, and strict adherence to 
  Rank within the Legion. They are the taskmasters 
  61
  
  short life. He wouldn’t have it any other way. 
  Born and bred to the rugged stock of the Sol-
  dier rank, these legionaries are the most resilient 
  and disciplined combatants in all of Meric. They 
  have shown finesse when facing overwhelming 
  numbers and brutality when battle moves to 
  close combat. Their heroics are legendary and 
  their losses are deeply felt.
   
   
  To all of Meric, soldiers are the Legion. 
  They are deeply hated by all outsiders, perhaps 
  more so than the savage and unpredictable Chil-
  dren of Ash. Indeed, despite their many virtues, 
  the soldiers of the Legion are often inhuman. 
  They have lived on the backs of slaves for cen-
  turies. They have made an art of dehumanizing 
  their enemies and have made shockingly violent 
  examples of dissidents to quell unrest. The Le-
  gion’s culture of brutality is a millennium old and 
  not likely to ever change. It has proven to be an 
  excellent means of maintaining order in a world 
  of chaos. In the field, compassion is seen as a li-
  ability, and open displays of it are likely to result 
  in disciplinary actions or “reeducation” provided 
  by an officer.
   
   
  Soldiers show a solidarity that none of 
  the Legion’s higher ranks enjoy. While officers 
  grovel for the favor of Staff, and Staff connive 
  for the Master General’s ear, the soldier’s only 
  concerns are the safety of his comrades and the 
  destruction of his enemies. Not all soldiers are 
  happy with or well-suited to the Legion, how-
  ever. The campaigns of the Citadel are without 
  end. Just as the Legion vanquishes one threat, 
  they are hurled towards another. Idealistic re-
  cruits and grizzled veterans alike have grown 
  weary of the cycle. Some go AWOL, an act of 
  cowardice punished harshly. Officers who sense 
  that a soldier is jaded or wanderlust may volun-
  teer him for special operations. Here, he’ll take 
  orders from secret cabal of Staff and be sent off 
  to exotic lands for reconnaissance, espionage, 
  and infiltration. These missions are typically sui-
  cide missions.
  and arbiters of McChord’s colonies and out-
  posts. Many have gained reputations for revel-
  ing in the capture and punishment of deserters. 
  Because of their fundamental importance to the 
  Legion, the Officer rank enjoys special resources, 
  training, and accommodations. As the tangible 
  face of the untouchable Staff, the Officers tends 
  to be hated by the lower ranks.
   
  Soldiers of the Legion are the pinnacle 
  of valor and sacrifice. If the Citadel were to fall, 
  all of Meric would fall into anarchic oblivion and 
  be defenseless against Mother’s endless hordes. 
  A soldier will only know pain and strife in his 
  62
  CHAPTER V . MERIC
  
  THE HALCYON SOCIETY  
   
   
   
   
   
   
   
   
   
  Before The Fall, Eden was sealed in a great dome near the Sunken Towers. Within this dome, 
  a cabal of witches practiced genomancy. For centuries, genomancers had been mapping Nature’s 
  patterns, contributing to the Life Web.
   
  The Life Web began with a single-celled being. Emanating from this being like sun rays were 
  the finite paths of evolution. Each path yielded a more complex being. From these newer beings, 
  more paths emanated. Only a few steps from the core, the pattern grew impossibly complex. The 
  genomancers called on a powerful demon to compile Nature’s patterns into one source: the Life 
  Web. When it was complete, the genomancers had the instruction manual to creation.
   
  By binding some evolutionary paths and rerouting others, the genomancers were able to 
  remove mortality from plants and beasts. The first ancients lived within the sealed Eden. To cel-
  ebrate their achievements, the genomancers spent years etching a replica of the Life Web into the 
  mile-wide ceiling of Eden’s dome. During the Fall, Eden burst from its cage, shattering the Life Web 
  into a thousand pieces and scattering them throughout Meric. Like most scientific progress, the Life 
  Web would be lost to humanity. In despair, the genomancers remained in Eden, resigned to man’s 
  extinction. They languished, until a chimera stumbled upon their lair. A pure being, without want 
  or fear, this immortal creature inspired the genomancers. They vowed to restore the Life Web and 
  repopulate Eden in his image. Their spirit lives on with the Halcyon Society.
   
  The Halcyon Society is a gene-cult that lives in Eden’s core. Through experiments in animal 
  breeding and plant pollination, they create exotic life forms to serve their needs. Their ultimate goal 
  is to recreate the chimera, whose progeny are neither perfect nor immortal. Halcyon acolytes leave 
  the safety of Eden to quest for the lost pieces of the Life Web, or to kidnap suspected chimera and 
  their human offspring. The captives are coerced into breeding experiments with fertile acolytes.
   
  The Halcyon Society is oblivious to the drama of Meric. The Sentinels and Eden’s Shroud 
  keep them safe from outsiders.
  OMICRON  
   
   
   
   
   
   
   
   
   
   
   
   
  The first Outriders crossing the Scablands were horrified by something they saw. Standing 
  upon tall ruins, they scanned their surroundings and saw unnatural land formations. Mounds of dirt 
  and stone spiraled for miles towards the horizon. They were Sig glyphs, written upon the Earth. 
  Ages before they had arrived in Meric, someone on these planes was using Sig to communicate with 
  Heaven. 
   
  These geoglyphs span several miles and are encrypted in an ancient form of Sig. Only masters 
  of Sig could begin to translate them. Cassandra sent an expedition of her wisest sorcerers to divine 
  the meaning behind the geoglyphs. They spent months delving into ancient forms and walking the 
  lengths of each stroke of Pragma and Anima (the grammar and the vocabulary of Sig, respectively). 
  The Cult of Cassandra’s official story is that the geoglyphs were never translated. It is speculated that 
  Cassandra and her inner circle know their meaning but keep it secret. Rumors about the geoglyphs 
  have circulated throughout every echelon of the Cult, and even the lowliest of messengers has a 
  theory on what they mean and who made them.
   
  There are a dozen geoglyphs are in succession. The Chrono Pragma (time stamp) of each 
  puts them months or even years apart. As time progressed, the craftsmanship of the geoglyphs 
  dwindles. The first geoglyph is immaculate. The last is crude, perhaps constructed in desperation.
   
  Legend has it that the first geoglyph reads, “OMICRON HAS AWOKEN. WE AWAIT OR-
  DERS,” and that the last reads, “WHY HAVE YOU FORSAKEN US?”
  63
  ENOCH . CHAD WALKER
  
  THE LOCUST 
   
   
   
   
   
   
   
   
   
   
   
   
  Before The Fall, chimera were the world’s envy. Glorified by mortals, they were the harbin-
  gers of a new era without famine, sickness, or death. When civilization collapsed, the chimera took 
  on a new role: scapegoat. Societies wracked by fear lashed out at them. The lucky ones escaped, 
  forever haunted by the shrieks and sobs of their butchered kin.
   
  Generations ago, a small band of chimera fled to AirCrash Mountain. It was too treacherous 
  for their human pursuers, who gave chase with torches and snarling dogs. For months, blizzards rav-
  aged the mountain. When the skies calmed, an expedition of witch hunters ascended the mountain 
  to finish their work. Halfway up, they discovered a great elk standing upon an island of rock pro-
  truding from the snow. Frozen in place, its crystalline flesh shattered when struck with a rock. Assum-
  ing nature had finished their work, they left the mountain to never look back. They did not realize 
  that the chimera were still alive until weeks later, when flames glowed upon the mountain face. The 
  constellation of the Locust hung low in the night sky.
   
  The chimera would come back down the mountain changed. The mountain’s cruel elements 
  had hardened them. Winter winds turned their flesh into cracked leather. Beneath furs and leather 
  straps, their frames rippled with muscle, amassed through training in mountain terrain. They had 
  become the Locust. More monstrous than their appearance was their hatred. The chimera had en-
  dured generations of torment at the hands of mortals. It was time for mortals to answer for their 
  transgressions. The lightning raids of the Locust have brought unspeakable carnage to human settle-
  ments for ever since.
   
  The summit of AirCrash Mountain is a Spartan fortress. The chimera take refuge in elaborate 
  tunnels. Their most valuable resources are the ruins of fallen aircraft that litter the mountain. A few 
  of the larger vessels remain somewhat intact. They have been gutted and turned into temples and 
  mess halls. The largest of these vessels still had a functional reactor. A massive stone furnace has 
  been built around it. This structure is known as the Hell Forge, and the plumes of flame that spew 
  from its chimney light the night sky like a second moon.
   
  The radioactive fires of the Hell Forge are hot enough to warp the fuselage of fallen aircraft. 
  This material is known as carapat. Carapat is a translucent metal that glows softly for weeks after it 
  has been forged. It is stronger than steel and is as lightweight as plastic. The smiths of the Locust use 
  this material to create the sharpest blades and the most resilient armors known to man. 
   
  Note: Carapat is the strongest and sharpest material known in all of Meric. Blades and arrow-
  heads made of carapat inflict +3L damage. Armors made of carapat gain +3 DR.  Unfortunately for 
  mortals, carapat is radioactive. Mortals who handle carapat weapons and armor grow ill. In the span of 
  his lifetime, a mortal can handle carapat for a number of hours equal to his Survival sphere rating. During 
  that exposure, lesions will form on his skin, and he will slowly sweat blood. A mortal who handles carapat 
  longer than this threshold will die of organ failure in a number of days equal to his Conviction.
  MOTHER'S HORDE 
   
   
   
   
   
   
   
   
   
   
   
  Mother’s Horde is a massive, mechanized army from The North. This army continually 
  invades Meric to meet fierce resistance from the Legion. For an invading army of this magnitude, 
  there is only one way into Meric: directly south, along the western wall of the Cascades. It is here 
  where the Legion has set up a bottleneck. Despite their superior training and tactics, the front line 
  slowly but steadily creeps toward Meric. The hoard is inexhaustible, and Mother’s mechanics are 
  the most masterful in the known world. They have resurrected colossi to spearhead their attacks. 
  These invincible juggernauts roll with ease through battle lines crushing everything in their way. 
  64
  CHAPTER V . MERIC
  
  They are heavily armored, and manned with the finest defenders. Mechanics, housed in fortified 
  chambers, control the colossi. The first colossi to roll into Meric were blown to pieces by ancient 
  ordnance resting in the crypts below the Citadel. But the Legion has almost exhausted these relics 
  and has had to adopt new tactics to slay the colossi. Typically, the Legion will try to stop or stall 
  a colossus with roadblocks and ditches, or wait until the beast needs to rest, refuel, or recharge. 
  When it has stopped, legionnaires swarm the colossus and climb up its sides. Colossi are always 
  flanked by battalions of soldiers so breaking through these lines of soldiers is a heroic measure by 
  itself. Riding several meters above ground upon the back of these great beasts, legionnaires battle 
  the Horde’s greatest warriors in an attempt to slay the collosus’ mechanic masters.
   
  Black mountains of rust that spot that southward path to Meric serve as monuments to the 
  Legion’s battle prowess. But the ever-retreating front line is a testament to the determination and 
  sheer enormity of Mother’s Horde. The hated Legion, the very symbol of oppression, battles alone 
  for Meric’s freedom.
  THE BIRD 
   
   
   
   
   
   
   
   
   
   
   
   
  Once of the class of flying machine called Galaxy, the winged colossus known only as the 
  Bird is the last of its kind. Passing overland with the frequency of a comet, sightings of The Bird are 
  an omen.
   
  Before the Network crashed, the Bird was already rotting in an airfield at Fort McChord, 
  the eventual construction site of the Citadel. Having flown hundreds of missions, it was retired and 
  turned into a shrine. The Bird was too old and stubborn to accept the Network, unlike its replace-
  ments, which would later fall from the sky onto AirCrash Mountain.
   
  For decades, the Legion’s mechanics devoted all of their time to reviving this great ma-
  chine. It was being groomed to be the Master General’s flying throne. As he grew more despotic 
  and his excesses became more outlandish the Mechanics decided that The Bird could not fall into 
  his hands. In a violent coup, the Legion mechanics and a handful of jaded officers seized control of 
  the newly revived Bird, rammed it through the fort’s perimeter walls and blasted off into the sky.
   
  In command of a flying fortress filled with much of the most advanced weaponry and 
  equipment man had ever constructed, the crew of the Bird had godlike power at their disposal. 
  However, the Bird was a gluttonous creature, asking for as much as it gave. It would burn through 
  thousands of gallons of fuel in short order. Its inner components were delicate and required main-
  tenance that verged on obsession. When the Bird was exhausted, it would land, stranding its crew 
  for years until they gave it offerings of fuel and repairs. To satisfy the Bird’s demands, the crew 
  resorted to raiding and razing villages and city-states. They would do anything to maintain their 
  place upon this aerial throne of the world.
   
  Over the centuries, little has changed. The Bird has seen countless crew members come 
  and go. It has been blown to pieces a handful of times, and rebuilt just as many. It has devoured 
  the wealth of nations and has shattered ecosystems. It has watched dozens of its captains rise to 
  infamy and most of them die in mutinies. It has been a pirate vessel, and it has been the fist of 
  empire. The Bird has made kings and toppled kingdoms. It has been a harbinger of creation and 
  destruction, subject to the fancy of its current crew. And the Bird still flies…
  65
  ENOCH . CHAD WALKER
  
  66
  CHAPTER VI: THREATS
   
  WILDLIFE
   
  The wilderness teems with life. Unmolested for centuries, animal habitats have flourished. 
  However, even mundane animals may be quite different from their early counterparts. The animal 
  kingdom is currently populated by beasts who have adapted to the world’s changing environment, 
  and the progeny of “designer beasts” that the genomancers had created before The Fall.
   
  Razorback Boar 
   
  Aircrash Elk  
   
  Soundwater Constrictor
   
  HP / Initiative 
  12 / 13  
  HP / Initiative 
  15 / 11  
  HP / Initiative 
  10 / 12
   
  Combat  
  8 
   
  Combat  
  6 
   
  Combat  
  4
   
  Cunning  
  5 
   
  Cunning  
  5 
   
  Cunning  
  8
   
  Survival  
  5 
   
  Survival  
  5 
   
  Survival  
  6 
   
  Instinct  
  7 
   
  Instinct  
  5 
   
  Instinct  
  4
   
  Defense  
  6 
   
  Defense  
  4 
   
  Defense  
  4
   
  Senses  
  5 
   
  Senses  
  3 
   
  Senses  
  6
   
  Gore Attack:  
  TN 15, 6L 
  Rack Attack:  
  TN 13, 8L 
  Constrict Attack:  TN 10, 2B
   
  Bite Attack:  
  TN 15, 4L 
  Hoof Stomp:  
  TN 13, 5B 
  Special: Constrict. Once the
   
  Special: Infection. When  
  Special: Charge. If the 
   
  constrictor has latched onto its
   
  the Razor Back hits a target, 
  Aircrash Elk moves from 
   
  target, it inflicts an automatic 2B
   
  it rolls the attack again, this  
  Medium to Melee range 
   
  (ignoring DR) per turn, until killed.
   
  time Vs. the target’s Reason. 
  in one turn, it inflicts 12L 
   
  Attacks that miss the constrictor
   
  If successful, target is unable 
  with its Rack Attack. 
   
  hit its current victim instead.
   
  to heal naturally for 2 days.
   
  Flagbird (Eagle) 
   
  River King (Grizzly)  
  Glade Panther 
   
   
   
  HP / Initiative 
  8 / 18 
   
  HP / Initiative 
  30 / 13  
  HP / Initiative 
  10 / 16
   
  Combat  
  10 
   
  Combat  
  8 
   
  Combat  
  7
   
  Cunning  
  8 
   
  Cunning  
  5 
   
  Cunning  
  9
   
  Survival  
  5 
   
  Survival  
  7 
   
  Survival  
  6
   
  Instinct  
  5 
   
  Instinct  
  6 
   
  Instinct  
  6
   
  Defense  
  8 
   
  Defense  
  6 
   
  Defense  
  5
   
  Senses  
  6 
   
  Senses  
  4 
   
  Senses  
  7
   
  Rake Attack:  
  TN 17, 2L 
  Maul Attack:  
  TN 17, 10L 
  Maul Attack:  
  TN 15, 6L
   
  Special: Flight. Flying  
   
  Special: Natural DR. The  
  Special: Vanish. While
   
  creatures essentially ignore  
  River King has a natural DR  
  in a jungle or forest, the
   
  movement rules. They can  
  of 3. 
   
   
   
  Glade Panther can use the
   
  be anywhere almost 
   
   
   
   
   
  Vanish ability associated 
   
  instantly.  
   
   
   
   
   
   
  with the Haunt Path.
   
  Barbed Viper  
   
  Beetle Swarm  
   
  Scabland Coyote 
   
   
   
  HP / Initiative 
  4 / 12 
   
  HP / Initiative 
  30 / 0 
   
  HP / Initiative 
  8 / 14
   
  Combat  
  6 
   
  Combat  
  - 
   
  Combat  
  7
   
  Cunning  
  6 
   
  Cunning  
  - 
   
  Cunning  
  7
   
  Survival  
  4 
   
  Survival  
  - 
   
  Survival  
  8
   
  Instinct  
  4 
   
  Instinct  
  - 
   
  Instinct  
  7
   
  Defense  
  4 
   
  Defense  
  0 
   
  Defense  
  6
   
  Senses  
  4 
   
  Senses  
  0 
   
  Senses  
  5
   
  Bite Attack:  
  TN 14, 2L 
  Special: Swarm. The swarm 
  Maul Attack:  
  TN 17, 4L
   
  Special: Venom. When the 
  automatically hits its target,  
  Special: Hard to Kill. The
   
  Barbed Viper hits a target, it rolls 
  inflicting 2L, ignoring DR.  
  scabland coyote is immune to
   
  the attack again, this time Vs. 
  Attacks that miss the swarm hit 
  deathblows and sure-shots.
   
  the target’s Reason. If successful, 
  its current victim instead.  
   
  target suffers 10B, ignoring DR.
  CHAPTER VI . THREATS
  
  67
  ANCIENTS  
   
   
   
   
   
   
   
   
   
   
   
  The scientific precursors to chimera, ancients are immortal ani-
  mals that were created before the Fall. They are majestic creatures, much 
  larger and wiser than their mortal kin. Extremely intelligent, they have 
  long memories, and the ability to curb their instincts.
   
  Ancients are beasts of legend. They are spiritual totems of primi-
  tive peoples, and the guardian kings of the New World. Most have been 
  given names by humans, as well as their own colorful symbolism and 
  mythology. Elusive and extremely rare, many consider it a blessing and 
  an omen to even gaze upon these creatures.
   
  Not every human is awed by these creatures, and not every an-
  cient is a benign spirit of the wilderness. Many ancients have been sac-
  rificed for ritual, hunted for their pelts, or imprisoned as part of exotic 
  collections. Alternatively, some ancients have been man-eating monsters 
  that have razed villages and devoured trespassers.
   
  Ancients have the same statistics as their mundane counterparts, with a few exceptions: 
  +50 to their HP, their basic attack damage is doubled, and they gain +3 natural DR (accumulative 
  with existing natural DR). Additionally, ancients have the ability to summon a herd, pack, or swarm 
  of mundane beasts of the same species. This ability is typically followed by months of hibernation.
  CHIMERA
   
  Chimera are immortals created before the Fall. Chimera were 
  grown in vats and optimized to specifications. They were man’s crown-
  ing achievement, and the answer to all of his woes. But The Fall hap-
  pened anyway. While the plague ravaged humanity, the chimera were 
  impervious. They have been hated and persecuted ever since.
   
  Through genomancy, man discovered how to halt aging, first in 
  beasts and then in men. This was not enough. War and sickness would 
  still fell the ageless. The genomancers would sew the powers of beasts 
  into the human frame to make the ultimate being. The chimera were 
  born.
   
  Chimera do not age. They are perpetually in their physical prime, 
  roughly thirty years old in appearance. Their complexions, features, and 
  physiques are immaculate. In darkness, their eyes reflect light like that 
  of a wolf. They are unnaturally strong, fast, and agile. They are impervi-
  ous to disease, infection, and radiation. Though chimera have been known to grey, scar, and appear 
  sickly when overwhelmed with stress, grief, or pain, they inevitably return to perfect health. Rumor 
  suggests that they are very difficult to kill.
   
  Chimera excel in all fields of human potential. Their physical gifts and unnatural lifespan 
  ensure this. Chimera enjoy no such advantage in their emotional state, however. They are just as 
  subject to boredom, depression, insanity, or megalomania as their mortal kin. Their unique heritage 
  only complicates things.
   
  Throughout Meric, chimera are persecuted. For generations, stories of the chimera have 
  depicted them as the betrayers of mankind who brought about the Overvirus. Some claim that the 
  chimera must eat the souls of men to remain immortal. These beliefs are so prevalent that chimera 
  who live among man must conceal their true nature. Some have been successful for decades. Their 
  ENOCH . CHAD WALKER
  
  68
  secret is eventually betrayed by an unnatural recovery after an accident, accusations sparked by 
  jealousy, or the simple fact that they never age.
   
  When discovered, they are often singled out, exiled, or killed. Suspected chimera are often 
  subjected to cruel purity tests to verify their loathed heritage. A fair number of mortals bare the 
  scars of such tests. Some communities, however, accept the chimera (or at least keep their secret 
  safe) and some, such as the Halcyon Society, worship the chimera.
   
  Chimeras are much more powerful than their mortal counterparts. Chimeras typically have 
  Sphere ratings of 10 or more in every sphere. They have between 50-100 HP, and stabilize auto-
  matically. Their immune systems are highly effective, rendering them immune to poisons, toxins, 
  disease, infection, and moderate levels of radiation. Due to their extreme longevity, they are 
  incredibly knowledgeable and skilled. They typically follow three or more paths and have com-
  pletely ordeals in at least two.
   
  Chimeras suffer from a curse: Chimera who reproduce with one another yield a swan, a 
  hideous abomination of nature. Chimera can reproduce with mortals. Their offspring are mortal, 
  but typically have at least one Sphere with an unusually high rating.
  SWAN
   
  Swan are the forbidden offspring of two chimera. Gruesome in 
  appearance and unpredictable in temperament, these creatures haunt 
  the dreams of mortals. So pathetic are swan, that they are even shunned 
  by chimera.
   
  Chimera are a delicate fusion of several species’ genetic traits. 
  In the swan, this fusion becomes undone. The absorbed beasts awaken, 
  and like caged animals, they start to tear free from their host. Their fea-
  tures manifest in the swan’s form, and their rage eats away at his mind. 
  By the time a swan reaches adulthood, its body is likely twisted with 
  growths, warped limps, and diminished features. Its psyche is that of a 
  psychotic child.
   
  Most swan are never born. Few chimera would allow such a 
  pregnancy to continue. Some do, however, knowing that caring for and 
  containing their child will be a heart-breaking, thankless task. Even some 
  of the most compassionate and patient chimera have been forced to slay, imprison, or exile their 
  own children.
   
  Swan are prone to severe antisocial behavior, including violent rage. This is triggered by re-
  pressed desires, physical pain, or stress. While childlike are even bestial in their behavior, swan can 
  have sophisticated world views, and are quite capable of doing good or evil. Some have resorted to 
  faith and ritual to reconcile their tortured nature, but most try to wash it away with blood.
   
  Swan are statistically identical to chimera with a few notable exceptions: their Presence, Lore, 
  Conviction, and Medicine spheres are typically rated no higher than 3. They are completely sterile 
  and emit pheromones that distress other animals,. causing dogs to howl, birds to squawk, and horses 
  to throw their riders.
   
  Their twisted forms grant them some benefits: Swan have a natural DR of 5 and their hand-
  to-hand attacks inflict 6B damage. They regenerate 2 HP per turn.
  CHAPTER VI . THREATS
  
  69
  SENTINELS
   
  Sentinels are a species of monkey 
  that have been selectively bred for warfare 
  by the Halcyon Society. Loyal to their train-
  ers, sentinels are otherwise vicious, xeno-
  phobic creatures that swarm and devour 
  Eden’s intruders.
   
  Silent and impossibly fast, senti-
  nels burst from the shadows with tortured 
  shrieks and fangs bared. Leaping onto their 
  prey, they gnaw on face and skull with a 
  foaming, diseased mouth. Their powerful 
  limbs snap bones and rend flesh. The crea-
  tures begin to eat their prey before it has 
  died. Those who survive a mauling are be-
  set with violent fever and swollen wounds 
  that stink with infection.
   
  Outside of Eden, sentinels are killed 
  on sight. These creatures are so feared and 
  Sentinel
  HP / Initiative 
  10 / 16
  Combat  
  8
  Cunning  
  8
  Survival  
  8
  Instinct  
  8
  Defense  
  6
  Senses  
  6
  Maul Attack:  
  TN 18, 3L
  Special: Maul. Once latched on to
  its target, the sentinel inflicts an 
  automatic 3L damage (ignoring 
  DR) until killed. Its bite also inflicts 
  Monkey-Bite Fever, which reduces all 
  saves to 0 for 2 days.
  hated, that their skulls are collect-
  ed as trophies, and their remains 
  are ritually burnt to ensure their 
  death.
  DEMONS
   
  Machines with a spirit are called demons. Hell is the demons’ domain, 
  though they occasionally make their way to the surface world. Mortals are ter-
  rified of demons and with good reason: the ghastly stories demonic abduction, 
  experimentation, and possession are often true.
   
  There is a hierarchy to demonkind. In ascending order of power, they 
  are: imps, dragons, overseers, and colossi.
   
  Imps are small mechanical arachnids. They are the workhorse of Hell. 
  They are simple beings with little interest in anything other than their designat-
  ed tasks of maintaining systems and expanding Hell. Their numbers are many. 
  When mortals trespass into Hell, imps stalk and eventually swarm them. Swarms 
  of imps drag neutralized trespassers into preparation chambers where they’ll 
  be turned into drones or converted to biomass.
   
  Dragons are Hell’s enforcers. They are autonomous war machines that 
  are limbed, tracked, winged, or railborne. Some are as small as dogs, others as 
  big as subway cars. While many have sophisticated weapons systems, all are 
  equipped with cruel instruments of melee. They are eager to engage mortals and demons alike. Dragons 
  are rare. Most were destroyed in the great wars before the Fall. Demonic law dictates that demons cannot 
  create dragons. The creators were concerned about a demonic rebellion. 
   
  Overseers are the administrators of Hell’s machine ecosystem. They observe and manipulate their 
  domains through a vast array of sensors and an army of imps. Overseers are the masters of Hell, but they 
  take orders from sorcerers. In fact, most overseers continue to carry out orders given to them a millennium 
  ago. Unlike imps and dragons, overseers have no physical form. However, they can still be summoned to 
  their shrines by sorcerers who wish to enter communion with them. Few overseers are eager to cede control 
  to a mortal, so only the most powerful of sorcerers should attempt such a thing.
   
  Colossi are demons of legend. In short, a colossus is the unlikely fusion of an overseer and a massive 
  dragon. Not bound to a shrine in Hell, colossi are free to roam the surface world. They bring their domain 
  ENOCH . CHAD WALKER
  
  70
  with them, emitting a wireless aura that controls any minions who have followed them to the surface. 
  Most of these gluttonous creatures starved to death after The Fall. Those that survived have done so 
  by lying dormant for centuries, hoping that their minions will secure a power source for them.
   
  Engineer (Imp) 
   
  Harvester (Dragon)  
  Mecha (Small Colossus)
   
  HP / Initiative 
  3 / 9 
   
  HP / Initiative 
  30 / 13  
  HP / Initiative 
  200 / 18
   
  Combat  
  6 
   
  Combat  
  8 
   
  Combat  
  8
   
  Hardware 
  6 
   
  Hardware 
  8 
   
  Hardware 
  10
   
  Software  
  4 
   
  Software  
  5 
   
  Software  
  8 
   
  Ghost 
   
  3 
   
  Ghost 
   
  5 
   
  Ghost 
   
  10
   
  Defense  
  4 
   
  Defense  
  6 
   
  Defense  
  0 (too large)
   
  Sensors  
  2 
   
  Sensors  
  3 
   
  Sensor  
  6
   
  Firewall  
  Varies 
   
  Firewall  
  Varies 
   
  Firewall  
  10
   
  Natural DR: 
  5 
   
  Natural DR: 
  8 
   
  Natural DR: 
  10
   
  Arc Attack: 
  TN 12, 1B* 
  Crushing Attack: TN 16, 8B  
  Crushing Attack: TN 18, 16B
   
  *Electrical elemental damage. 
  Flamer Attack: TN 13, 6L*  
  Main Gun Attack: TN 18, 40L
   
  Special: Emergency Repair.  
  *6L per turn until flames on 
  *20L to all targets with 20’
   
  An imp can sacrifice itself to 
  target are extinguished. 
   
  blast radius of initial target.
   
  restore 1 HP to a greater   
  Micromissile Attack: TN 13, 10L* 
  Special: On-Board Shrine. A
   
  demon, such as a Dragon.  
  *10L to all targets within a 10’ 
  sorcerer that climbs into the
   
   
   
   
   
  blast radius of initial target.  
  colossus’ shrine can engage
   
   
   
   
   
   
   
   
   
  it in communion. It has 20 HP
   
   
   
   
   
   
   
   
   
  during communion.
   
  Petty Admin (Overseer) 
  Taskmaster (Overseer) 
  Rintrah Shard (Overseer)
   
  Communion HP: 6 
   
  Communion HP: 12 
   
  Communion HP: 20
   
  Firewall:  
  4 
   
  Firewall:  
  7 
   
  Firewall:  
  10
   
  Processor: 
  12 
   
  Processor: 
  16 
   
  Processor: 
  20
  DRONES
   
  In Hell, there are fates worse than death. Some overseers take 
  an active interest in the surface world, but few of them are equipped to 
  interact with it. Some, however, are able to use biological hosts, such as 
  humans, to do their bidding.
   
  Overseers with the proper facilities are able to perform opera-
  tions on incapacitated humans. An insect-like device called a slave node 
  is implanted into the host. The slave node emits electrical pulses into 
  the brain that override a host’s autonomy. The host becomes a remote 
  controlled agent of the overseer’s will. The host is a conscious witness to 
  his own actions, but is completely unable to control himself.
   
  Encountering a drone is extremely unnerving. To most mortals, 
  it can only be explained as demonic possession. Overseers rarely have 
  a good grasp on human behavior, or bodily function.  As such, drones 
  often behave in an erratic, awkward manner. In extreme cases, drones 
  die quickly as overseers hurl their hosts from great heights, drown them, 
  expose them to extreme heat and cold, or simply forget to feed them. Drones disintegrate and de-
  cay under the punishment, and begin to resembling the living dead.
   
  A few overseers are very adept at controlling drones. These overseers are able to infiltrate 
  human society. Some pray on human ignorance and fear, portraying their drones as prophets of 
  a new faith. The enigmatic and ultra intelligent prophets become cult leaders. Soon, they’ll guide 
  their flocks safely into the depths of Hell, with promises of eternal life and enlightenment. Once 
  lured into the overseer’s domain, the flock is overcome by the “presence of God.” Slave node im-
  plantation is masked as blessed ritual. The overseer’s new hosts leave Hell to find other villages, 
  CHAPTER VI . THREATS
  
  71
  where they can witness. The cycle continues.
   
  Overseers can set their slave nodes to passive mode. In passive mode, the overseer gives 
  control back to their host, and simply “rides” the host. This is typically done to preserve their host’s 
  health, or spare the host from an angry mob. Of course, hosts who explain that they are possessed 
  are usually subject to violent exorcism. Many are immediately beheaded, as folk tales suggests doing 
  so severs a demon’s control over a host. Hosts who escape such a fate are typically repossessed as 
  soon as they are out of harm’s way.
   
  There is no way to prove beyond a doubt that someone is in fact a drone. A slave node 
  does not even appear on sophisticated medical equipment. Even a confession from the supposedly 
  possessed is suspect. While experimental means of drone detection abound, none have proven 
  reliable. The Inquisitors of the Cult of Cassandra in Nail are rumored to be premier drone-hunters, 
  but the stories of their interrogation methods and arbitrary justice are unsettling.
   
  Drones have the Sphere ratings and statistics of their host bodies. They have unusually high 
  endurance and a seemingly endless tolerance for pain. Drones are impervious to KO threats and 
  are not incapacitated until reduced to -20 HP, which is long after the host’s body has been damaged 
  beyond recognition. As such, a drone in combat can be a ghastly sight.
  WARRIORS
   
  Constantly at war, Meric has produced many excellent warriors. Warriors are more skilled 
  and better equipped than typical highwaymen or henchmen. Due to their experience and their 
  value to their factions, warriors are very hesitant to die a meaningless death. They are likely to ne-
  gotiate their way out of a conflict where the odds are stacked against them. The following statistics 
  represent generic warriors commonly found in Meric:
   
  Ashchild Brave 
   
  Contractor 
   
   
  Legion Soldier 
   
   
  HP / Initiative 
  22 / 13  
  HP / Initiative 
  20 / 9 
   
  HP / Initiative 
  24 / 13
   
  Combat  
  6 
   
  Combat  
  7 
   
  Combat  
  8
   
  Cunning  
  7 
   
  Cunning  
  5 
   
  Cunning  
  6
   
  Survival  
  7 
   
  Survival  
  6 
   
  Survival  
  7 
   
  Technology 
  4 
   
  Technology 
  6 
   
  Technology 
  5 
   
  Medicine 
  4 
   
  Medicine 
  5 
   
  Medicine 
  3
   
  Lore 
   
  3 
   
  Lore 
   
  4 
   
  Lore 
   
  3
   
  Presence  
  5 
   
  Presence  
  3 
   
  Presence  
  3
   
  Conviction 
  4 
   
  Conviction 
  4 
   
  Conviction 
  5
   
  Willpower 
  2 
   
  Willpower 
  1 
   
  Willpower 
  2
   
  Awareness 
  3 
   
  Awareness 
  2 
   
  Awareness 
  3
   
  Reason  
  1 
   
  Reason  
  2 
   
  Reason  
  0
   
  Defense  
  5 
   
  Defense  
  5 
   
  Defense  
  6
   
  Short Bow: TN 12, 6L, Short 
  Crossbow: TN 16, 9L, Long  
  Flintlock pistol: TN 16, 11L, Short 
   
  Machete: TN 15, 6L, Melee 
  Crowbar: TN 15, 4B, Melee 
  Shovel: TN 16, 8L, Melee
   
  Armor:  
  0/0 
   
  Armor:  
  3/3 
   
  Armor:  
  1/1
   
  Special: Haunt. This brave is 
  Special: Sixth Sense. This  
  Special: Weapon Mastery.  
   
  likely to use the powers 
   
  contractor is able to use the 
  This soldier is likely to use the
   
  Vanish, Teleport, and Trap 
  powers Analyze, Evasion,  
  powers Aggravated Wound,
   
  while in his turf.  
   
  and Intuitive Tracking. 
   
  Piercing Attack, and Flurry 
   
   
   
   
   
   
   
   
   
  when using firearms.
  ENOCH . CHAD WALKER
  
  NAME: 
  _________________
  CONCEPT: _________________
  VOW:  
  _________________
  VOW EXP TRIGGERS:
  _________________________
  _________________________
  _________________________
  CURRENT EXP:
  MAXIMUM HIT POINTS (HP):  
  ____
  DAMAGE RESISTANCE (DR):  
  ____
  CURRENT HIT POINTS:
  WILLPOWER: ____
   
  = (Conviction or Presence) - 2 
  AWARENESS: ____
   
  = 
  (Cunning 
  or 
  Lore) - 2
  REASON:  
  ____
   
  = (Medicine or Technology) - 2
  DEFENSE:  
  ____
   
  = (Survival or Combat) - 2
  CONVICTION: ____
  PRESENCE:  
  ____
  CUNNING:  
  ____
  LORE:  
   
  ____
  MEDICINE:  
  ____
  TECHNOLOGY: ____
  SURVIVAL:  
  ____
  COMBAT:  
  ____
  SPHERES
  SAVES
  ENCUMBRANCE PENALTY: ____
  COMMONLY USED SKILLS  
  MELEE/UNARMED ATTACK: 
   
  ____
  = (Combat + Survival)
  FIREARMS/ARCHERY ATTACK: 
  ____
  = (Combat + Technology)
  SKILL/THROWING ATTACK:  
  ____
  = (Combat + Cunning)
  STABILIZE THE WOUNDED:  
  ____
  = (Medicine + Combat) or (Medicine + Survival)
  ________________________ 
  ____
  = (_______ + _______)
  ________________________ 
  ____
  = (_______ + _______)
  ________________________ 
  ____
  = (_______ + _______)
  ________________________ 
  ____
  = (_______ + _______)
  ________________________ 
  ____
  = (_______ + _______)
  ________________________ 
  ____
  = (_______ + _______)
  TARGET
  NUMBER
   
  ________ DR/E:____/ 
  ARMOR
  TYPE:
  ____
  WEAPONRY  
  DAMAGE / ACCURACY / RANGE / TARGET #
  _________________ 
  ______ / ________ / ______ / ______ 
  _________________ 
  ______ / ________ / ______ / ______
  _________________ 
  ______ / ________ / ______ / ______
  EQUIPMENT & CONTRAPTIONS
  __________  __________  __________
  __________  __________  __________
  __________  __________  __________
  AMMUNITION & CONSUMABLES
  _____________ ooooo ooooo ooooo ooooo ooooo
  _____________ ooooo ooooo ooooo ooooo ooooo
  _____________ ooooo ooooo ooooo ooooo ooooo
  _____________ ooooo ooooo ooooo ooooo ooooo 
  _____________ ooooo ooooo ooooo ooooo ooooo
  INITIATIVE:
  ____
  
  PATH: 
   
  _________________
  PERK: 
   
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 1:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 2:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 3:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  TRIGGERS: 
  _________________
   
   
   
  _________________
  EARNED PATHOS:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  TRAINED PATHOS:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  ORDEAL:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  PATHOS INVESTED IN ORDEAL:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  PATH: 
   
  _________________
  PERK: 
   
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 1:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 2:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  POWER 3:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  TRIGGERS: 
  _________________
   
   
   
  _________________
  EARNED PATHOS:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  TRAINED PATHOS:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  ORDEAL:  
  _________________
  _____________________________
  _____________________________
  _____________________________
  PATHOS INVESTED IN ORDEAL:
   OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  NOTES:
  
SOURCE: textdata/thevault/Enoch/Enoch Corebook.pdf