Feb 11, 2022 9:55 pm
The Basics
• In Armageddon, the Game Master is known as "The Chronicler".
• A ten-sided die (d10) is used for all rolls, with the exception of damage rolls.
• The Target Number for nearly all rolls is 9.
• Some actions rely on simple success or failure. Other actions require a certain degree of success. "Success Levels" are determined by consulting the Outcome Table (Armageddon, p. 123). The higher a result, the more Success Levels that the character has achieved. Additional Success Levels beyond the necessary minimum impart added benefits.
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Tasks
• Tasks are Skill checks.
• Tasks involve one Skill and one relevant Attribute. Roll Attribute + Skill Level + 1d10.
• For example, shooting a pistol requires Dexterity and the Handguns skill. A character with Dexterity 2 and Handguns 3 would be rolling 1d10 + 5.
• Apply modifiers, if any. A result of 9 or higher means success.
Tests
• Tests are Attribute checks.
• There are two types of Tests: Simple and Difficult.
• Simple Test: Roll (Attribute x 2) + 1d10.
• Difficult Test: Roll Attribute + 1d10.
• Apply modifiers, if any. In either case, a result of 9 or higher means success.
Resisted Tasks & Tests
• Resisted Tasks and Resisted Tests are resolved just like regular Tasks and Tests. Both results are compared against each other and against the Target Number (9). The higher result wins.
• If neither result equals or beats the Target Number (9), then both results fail.
The Rule of 10
• If a Natural 10 is rolled on 1d10, this incurs a special benefit.
• Roll a 1d10 again and then subtract 5 from that result. If the result is higher than zero, add it to the result of the first roll. If the result is zero or lower, ignore it. For example, if a player rolls a Natural 10, followed by a 7, the total roll would be 12 (10 +(7 - 5) = 12).
• If another Natural 10 is rolled, continue rolling and adding the results until a 10 is not rolled.
The Rule of 1
• If a Natural 1 is rolled on 1d10, it incurs a special result.
• Roll 1d10 again and then subtract 5 from that result. If the result is a negative number, reduce the result of the first roll by that amount. If the result is a positive number, the roll is considered to be a 1. For example, if a player rolls a Natural 1, followed by a 3, this leaves him with a -2 (1 minus 3).
• If another Natural 1 is rolled, continue rolling and subtracting the results until a 1 is not rolled.
Unskilled Attempts
• A character may attempt to do something that he is not trained to do. Roll the appropriate Attribute + 1d10, with a -2 penalty (in addition to any other modifiers).
• No matter how high the final result is, the character can never get better than a "Decent" outcome (second Success Level).
• Some skills require so much training and preparation that untrained people have little to no chance of performing them. Such skills may suffer a penalty of -6 to -10.
Fear Tests
• When encountering a frightening situation, a Fear Test is rolled.
• Mundanes must make a Difficult Willpower Test (Willpower + 1d10).
• The Gifted and supernatural creatures must make a Simple Willpower Test ((Willpower x 2) + 1d10).
• Apply modifiers, if any. The Chronicler may impose a penalty of -1 to -8, depending on the creature/situation. A result of 9 or higher means success.
• A failed Fear Test means that the character "freezes up" for one Turn and suffers some involuntary essence loss.
• The Chronicler may also consult the Fear Table (Armageddon, p. 124) for additional effects. The amount by which the character has failed his Fear Test determines the severity of the effects.
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Life Points (LPs), Consciousness Tests, & Survival Tests
• Life Points represent physical health and well being.
• Less than 6 LPs indicates serious injury. All actions are at a cumulative -1 penalty for each LP below 6.
• At 0 LPs or below, the character is knocked down and stunned/semi-conscious, and must make a Consciousness Test (Constitution + Willpower + 1d10) to stay awake. Apply a -1 penalty for each LP below 0. An unconscious character regains his consciousness once he returns to 0 LPs.
• At -10 LPs or less, the character must make a Survival Test (Constitution + Willpower + 1d10) every minute in order to avoid death. Apply a -1 penalty for every 10 LPs below 0, and another -1 penalty for each Survival Test beyond the first. Continue making Survival Tests until the character receives First Aid or until failing a roll.
• A failed Survival Test indicates that the character will die unless he receives immediate and extreme medical assistance within his Constitution x2 in minutes (see below).
Healing & Resuscitation
• A character at 0 Life Points or higher recovers 2 LPs per day.
• With proper medical care, a character below 0 LPs regains 1 LP per Constitution level per day until he returns to 0 LPs. Thereafter, he regains 2 LPs per day, as normal.
• Without proper medical care, a character below 0 LPs must pass a Survival Test each day. He recovers 1 LP per Success Level, up to a maximum equal to the character’s Constitution. In this specific case, failing a Survival Test means the character loses 1 LP instead.
• A successful First Aid Task (First Aid + Intelligence) will stabilize a character at -10 LPs or below (no more Survival Tests), granting 1 LP per Success Level.
• Resuscitating a character who has failed a Survival Test requires extensive medical help (like that available in a modern Emergency Room).
• Assuming the character can get such help in time, the doctor treating him makes a Medicine Task (Medicine +Intelligence).
• The character makes another Survival Test. Each Success Level from the doctor’s Medicine Task provides +1 on the new Survival Test, and being in a hospital provides +3.
• In addition to all bonuses described above, the character suffers -1 for every 5 LPs below 0.
• If the character passes this Survival Test, he lives. Otherwise, he dies.
Endurance Points (EPs)
• Endurance Points represent the character’s vitality and ability to resist fatigue. Physical labor drains EPs.
• Moderate physical activity (such as jogging) drains EPs at a rate of 1 every ten minutes.
• Strenuous physical activity (such as running at top speed) drains EPs at a rate of 1d4 per minute.
• Very strenuous physical activity (such as intensive close combat) drains EPs at a rate of 1d4 per Turn.
• Some supernatural attacks inflict damage in the form of EP loss rather than physical damage.
• Characters who sleep less than seven hours in a 24 hour period lose 1 EP for each hour of missed sleep.
• At 5 Endurance Points or less, the character is tired and at -2 to all actions.
• Below 0 Endurance Points, the character must make a Consciousness Test every Turn to avoid passing out. He receives a -1 penalty for every 5 points below 0. Eventually, the character will fall asleep.
• Endurance Points are recovered at a rate of 1 point per Constitution level per 1/2 hour of sleep or hour of rest.
• EPs lost due to lack of sleep can only be regained by sleeping.
Essence
• Essence Points represent the character’s spiritual endurance and mystical potency.
• When a character’s Essence Points are reduced to half or lower, he is at -1 to all mental Tasks. He feels numb and it’s difficult to elicit a strong emotional reaction from him.
• At 1 or 0 points of Essence, the character becomes deeply depressed; all actions are at -3 and the character finds it difficult to concentrate or care about anything.
• At below 0 Essence, make a Difficult Willpower Test at -1 penalty for every 5 Essence Points below 0. Each failure causes the temporary loss of 1 point from a mental Attribute. Lost Attribute points return once Essence is brought back to at least 0. Alternately, failing the Willpower Test may result in the character temporarily gaining a 2-point Mental Drawback (Chronicler’s discretion).
• At -30 or below, make a Survival Test at a -1 penalty for every 10 Essence Points below 0. Failure indicates death (heart failure, suicide, etc).
• Strong emotional stress/reactions can cause a character’s essence to involuntarily leak away. Such Essence Point loss ranges from 1d6 to 1d10. Consult the Fear Table to determine essence loss due to failing a Fear Test.
• Characters with Essence Channeling regain Essence Points at a rate equal to their Essence Channeling level per minute.
• Characters without Essence Channeling regain Essence Points at a rate of 1 Essence Point per level of Willpower, every hour.
Encumbrance
• Encumbrance applies to items and equipment. It represents an item’s weight, plus any additional factors that reflect bulk.
• There are four levels of Encumbrance. Each level imparts penalties to Speed, and to Tasks and Tests requiring silence (such as Stealth) or fast reaction times (such as Initiative rolls).
--- Light Encumbrance imparts -1 to all of the above.
--- Medium Encumbrance imparts -2.
--- Heavy Encumbrance imparts -3.
--- Extra Heavy Encumbrance imparts -5.
• To determine Encumbrance, add together the weight of all the items that the character carries on his person and compare it his carrying capacity.
• A character may carry up to half of his maximum carrying capacity (determined by his Strength) without penalty.
• From just above half, to 75% of his carrying capacity, the character experiences Light Encumbrance and loses 1d4 Endurance Points every ten minutes.
• From 76% to 100% of his carrying capacity, the character experiences Medium Encumbrance and loses 1d4 Endurance Points every five minutes.
• From 101% to 125% of his carrying capacity, the character experiences Heavy Encumbrance and loses 1d4 Endurance Points every two minutes.
• From 126% to the character’s maximum lifting capacity (double the carrying capacity), he experiences Extra Heavy Encumbrance and loses 1d4 Endurance Points per minute.
• In Armageddon, the Game Master is known as "The Chronicler".
• A ten-sided die (d10) is used for all rolls, with the exception of damage rolls.
• The Target Number for nearly all rolls is 9.
• Some actions rely on simple success or failure. Other actions require a certain degree of success. "Success Levels" are determined by consulting the Outcome Table (Armageddon, p. 123). The higher a result, the more Success Levels that the character has achieved. Additional Success Levels beyond the necessary minimum impart added benefits.
[ +- ] Outcome Table

Tasks
• Tasks are Skill checks.
• Tasks involve one Skill and one relevant Attribute. Roll Attribute + Skill Level + 1d10.
• For example, shooting a pistol requires Dexterity and the Handguns skill. A character with Dexterity 2 and Handguns 3 would be rolling 1d10 + 5.
• Apply modifiers, if any. A result of 9 or higher means success.
Tests
• Tests are Attribute checks.
• There are two types of Tests: Simple and Difficult.
• Simple Test: Roll (Attribute x 2) + 1d10.
• Difficult Test: Roll Attribute + 1d10.
• Apply modifiers, if any. In either case, a result of 9 or higher means success.
Resisted Tasks & Tests
• Resisted Tasks and Resisted Tests are resolved just like regular Tasks and Tests. Both results are compared against each other and against the Target Number (9). The higher result wins.
• If neither result equals or beats the Target Number (9), then both results fail.
The Rule of 10
• If a Natural 10 is rolled on 1d10, this incurs a special benefit.
• Roll a 1d10 again and then subtract 5 from that result. If the result is higher than zero, add it to the result of the first roll. If the result is zero or lower, ignore it. For example, if a player rolls a Natural 10, followed by a 7, the total roll would be 12 (10 +(7 - 5) = 12).
• If another Natural 10 is rolled, continue rolling and adding the results until a 10 is not rolled.
The Rule of 1
• If a Natural 1 is rolled on 1d10, it incurs a special result.
• Roll 1d10 again and then subtract 5 from that result. If the result is a negative number, reduce the result of the first roll by that amount. If the result is a positive number, the roll is considered to be a 1. For example, if a player rolls a Natural 1, followed by a 3, this leaves him with a -2 (1 minus 3).
• If another Natural 1 is rolled, continue rolling and subtracting the results until a 1 is not rolled.
Unskilled Attempts
• A character may attempt to do something that he is not trained to do. Roll the appropriate Attribute + 1d10, with a -2 penalty (in addition to any other modifiers).
• No matter how high the final result is, the character can never get better than a "Decent" outcome (second Success Level).
• Some skills require so much training and preparation that untrained people have little to no chance of performing them. Such skills may suffer a penalty of -6 to -10.
Fear Tests
• When encountering a frightening situation, a Fear Test is rolled.
• Mundanes must make a Difficult Willpower Test (Willpower + 1d10).
• The Gifted and supernatural creatures must make a Simple Willpower Test ((Willpower x 2) + 1d10).
• Apply modifiers, if any. The Chronicler may impose a penalty of -1 to -8, depending on the creature/situation. A result of 9 or higher means success.
• A failed Fear Test means that the character "freezes up" for one Turn and suffers some involuntary essence loss.
• The Chronicler may also consult the Fear Table (Armageddon, p. 124) for additional effects. The amount by which the character has failed his Fear Test determines the severity of the effects.
[ +- ] Fear Table

Life Points (LPs), Consciousness Tests, & Survival Tests
• Life Points represent physical health and well being.
• Less than 6 LPs indicates serious injury. All actions are at a cumulative -1 penalty for each LP below 6.
• At 0 LPs or below, the character is knocked down and stunned/semi-conscious, and must make a Consciousness Test (Constitution + Willpower + 1d10) to stay awake. Apply a -1 penalty for each LP below 0. An unconscious character regains his consciousness once he returns to 0 LPs.
• At -10 LPs or less, the character must make a Survival Test (Constitution + Willpower + 1d10) every minute in order to avoid death. Apply a -1 penalty for every 10 LPs below 0, and another -1 penalty for each Survival Test beyond the first. Continue making Survival Tests until the character receives First Aid or until failing a roll.
• A failed Survival Test indicates that the character will die unless he receives immediate and extreme medical assistance within his Constitution x2 in minutes (see below).
Healing & Resuscitation
• A character at 0 Life Points or higher recovers 2 LPs per day.
• With proper medical care, a character below 0 LPs regains 1 LP per Constitution level per day until he returns to 0 LPs. Thereafter, he regains 2 LPs per day, as normal.
• Without proper medical care, a character below 0 LPs must pass a Survival Test each day. He recovers 1 LP per Success Level, up to a maximum equal to the character’s Constitution. In this specific case, failing a Survival Test means the character loses 1 LP instead.
• A successful First Aid Task (First Aid + Intelligence) will stabilize a character at -10 LPs or below (no more Survival Tests), granting 1 LP per Success Level.
• Resuscitating a character who has failed a Survival Test requires extensive medical help (like that available in a modern Emergency Room).
• Assuming the character can get such help in time, the doctor treating him makes a Medicine Task (Medicine +Intelligence).
• The character makes another Survival Test. Each Success Level from the doctor’s Medicine Task provides +1 on the new Survival Test, and being in a hospital provides +3.
• In addition to all bonuses described above, the character suffers -1 for every 5 LPs below 0.
• If the character passes this Survival Test, he lives. Otherwise, he dies.
Endurance Points (EPs)
• Endurance Points represent the character’s vitality and ability to resist fatigue. Physical labor drains EPs.
• Moderate physical activity (such as jogging) drains EPs at a rate of 1 every ten minutes.
• Strenuous physical activity (such as running at top speed) drains EPs at a rate of 1d4 per minute.
• Very strenuous physical activity (such as intensive close combat) drains EPs at a rate of 1d4 per Turn.
• Some supernatural attacks inflict damage in the form of EP loss rather than physical damage.
• Characters who sleep less than seven hours in a 24 hour period lose 1 EP for each hour of missed sleep.
• At 5 Endurance Points or less, the character is tired and at -2 to all actions.
• Below 0 Endurance Points, the character must make a Consciousness Test every Turn to avoid passing out. He receives a -1 penalty for every 5 points below 0. Eventually, the character will fall asleep.
• Endurance Points are recovered at a rate of 1 point per Constitution level per 1/2 hour of sleep or hour of rest.
• EPs lost due to lack of sleep can only be regained by sleeping.
Essence
• Essence Points represent the character’s spiritual endurance and mystical potency.
• When a character’s Essence Points are reduced to half or lower, he is at -1 to all mental Tasks. He feels numb and it’s difficult to elicit a strong emotional reaction from him.
• At 1 or 0 points of Essence, the character becomes deeply depressed; all actions are at -3 and the character finds it difficult to concentrate or care about anything.
• At below 0 Essence, make a Difficult Willpower Test at -1 penalty for every 5 Essence Points below 0. Each failure causes the temporary loss of 1 point from a mental Attribute. Lost Attribute points return once Essence is brought back to at least 0. Alternately, failing the Willpower Test may result in the character temporarily gaining a 2-point Mental Drawback (Chronicler’s discretion).
• At -30 or below, make a Survival Test at a -1 penalty for every 10 Essence Points below 0. Failure indicates death (heart failure, suicide, etc).
• Strong emotional stress/reactions can cause a character’s essence to involuntarily leak away. Such Essence Point loss ranges from 1d6 to 1d10. Consult the Fear Table to determine essence loss due to failing a Fear Test.
• Characters with Essence Channeling regain Essence Points at a rate equal to their Essence Channeling level per minute.
• Characters without Essence Channeling regain Essence Points at a rate of 1 Essence Point per level of Willpower, every hour.
Encumbrance
• Encumbrance applies to items and equipment. It represents an item’s weight, plus any additional factors that reflect bulk.
• There are four levels of Encumbrance. Each level imparts penalties to Speed, and to Tasks and Tests requiring silence (such as Stealth) or fast reaction times (such as Initiative rolls).
--- Light Encumbrance imparts -1 to all of the above.
--- Medium Encumbrance imparts -2.
--- Heavy Encumbrance imparts -3.
--- Extra Heavy Encumbrance imparts -5.
• To determine Encumbrance, add together the weight of all the items that the character carries on his person and compare it his carrying capacity.
• A character may carry up to half of his maximum carrying capacity (determined by his Strength) without penalty.
• From just above half, to 75% of his carrying capacity, the character experiences Light Encumbrance and loses 1d4 Endurance Points every ten minutes.
• From 76% to 100% of his carrying capacity, the character experiences Medium Encumbrance and loses 1d4 Endurance Points every five minutes.
• From 101% to 125% of his carrying capacity, the character experiences Heavy Encumbrance and loses 1d4 Endurance Points every two minutes.
• From 126% to the character’s maximum lifting capacity (double the carrying capacity), he experiences Extra Heavy Encumbrance and loses 1d4 Endurance Points per minute.