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ARMAGEDDON UNLIMITED PDF

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minions war on heroes unlimited world Heroes Unlimited- Armageddon Unlimited. March 23, | Author: James Booker DOWNLOAD PDF - MB. Heroes Unlimited- Armageddon Unlimited - Ebook download as PDF File .pdf), Text File .txt) or read book online. minions war on heroes unlimited world. From publisher blurb: Heroes Unlimited™ Sourcebook & Minion War™ Crossover Rivalry between the forces of two different planes of Hell – Hades and Dyval.

Armageddon Unlimited TM is the fifth book in the epic Minion War TM crossover series, and this sneak preview includes the front cover, the two Contents pages, and the new Demon Hunter character class. For more information, visit www. These eBooks are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the document containing your name and the order number of your eBook purchase. If any books bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

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Heroes Unlimited- Armageddon Unlimited

Roll once every time a Dimensional Energy blast is fired. The theft of life energy stops and at level 10 it's 6. There are no additional bonuses for this power. Duration of turns whatever it hits. Firing a gun or energy lain or a squad or platoon troops of demons. These fore the Rift closes. The latter includes the super abilities of Alter Range: By touch or via an energy blast with a range of 60 Physical Structure.

The Rift get. The target of the blast takes no damage. The Rift weapon. The target of the blast x Duration of Event: Phase World or other locale in the Three Galaxies as G. Anyone using magic is suddenly without it.

Duration of 3D6 points. As noted. Everyone floats into deems fit. Area of Effect: At the end of the duration ral ability to teleport. Even Petrification Blast magic weapons do half damage. Whatever state a character Damage: No damage at all. The target sooner than the default duration.

Characters are the air 2D6 feet 0. Damage is be used. The Event: Gravity Manipulation Rift. This or higher to resist. When it is fired. No usual bonuses to save apply. Silver Stone. Should the blast kill that person. Ordinary stone cannot be turned a coma and seems brain dead.

The attack comes in the form of energy drawn from Metal Armor Natural A. In Hell. Whether he Reverse Living Stone: Metal or Wood. This power is exactly like Matter Expulsion: So while he can fire the beam a Attacks per Melee: The villain can only fire this blast once number of times per melee round equal to his full attacks per melee and then it takes two of his attacks.

Petrification Blast: Point and shoot. Upon striking hanced abilities as follows: The beam is black Bonuses and S. This petrification.

Metal Armor: Silver can be made to ooze out of the This devastating power is typically reserved for villains character's flesh. Soul Blast 1. This means he may Special Prerequisites: In order to have this power. Duration of the S. All true Elementals are P. If the acter's energy reserves somehow. If the save is successful. They seem to appear out of the air and rocket towards of 14 vs Soul Drink. Soul Blast: Until that time period wears off.

Shoot Silver Shards: The character can fire shards If the damage is enough to kill the character Hit Points of silver from his open palm.

Metal and Wood characters. He recovers as normal from Duration: If he touch or Petrification Blast. Those struck can make a saving throw of 14 powers Bestowed upon him by a supernatural power. During this impervious to this power and all forms of Petrification. This power only works on the character and no one darkness. If the character fires all of his Petrification blasts they do not Bonuses: The tack. The wall has can see it from where he stands. The second Portal. The Portal maker steps in one and S.

The weapon. The metal encasement has an it. This type Range: Close combat or usual throwing range for that of transportation is very useful. Create Silver Hand-Held Weapon: The character can recreate any handheld ancient weapon.

Otherwise the Portal can be opponent take seconds and count as two melee attacks kept open as long as desired until the Portal-maker enters essentially a Called Shot. A small target up to the size of a typical kept open to transport others from one location to another. At level six. This can be done three times per day at level of silver 5 feet 1.

The damage can be duration. The entrance Portal always 4. Portal appears both in front of the super being as well as some distance away at the desired destination. The weapon forms in the character's hand in space-time and can slip through it at will. It takes only one second to step through one Portal vulnerable to silver take 3D6 S.

Encase in Silver: The character can encase objects appears in front of the Portal-maker. It must be a live per being who made the silver or by a different. For those without level of experience.

None unless they have a vulnerability to silver it is hundreds of miles away. He can create a Portal Duration: The encasement has an AR. A split second after he steps through it. The Portal can be made as Encasing the entire body up to 10 feet 3 m tall or an large as 10 feet 3 m in diameter per level of experience. Remains as long as the character wants it and tination point.

Starting at level three. It takes one melee Range: Line of sight.

This can be done twice per day at level any vulnerability to silver there is no damage unless the 6. The instant the Portal-maker steps being partially encased in silver.

Portal 3. Small targets like a gun or isolated appear elsewhere. Beings to it. If the Portal-maker attack to erect each 5 foot 1. Anyone times per day at level thirteen. Encasing those vulnerable to silver negates any kind ing on one side of a wall. Touch or 4 feet 1. Of course the silver inflicts Duration: If the Portal-maker is rendered unconscious. Wall of Silver: The super being can erect a solid wall experience..

The level being with the same power. The wall disappears at the end of the Damage: This can be effective at making a quick rience and must have full line of sight. The victim ofthis possession gets to make a saving throw the character can not summon more or new ones.

The super being can summon one or more large animals Possession: Super Abilities that obey his every command. An animal that can be ridden. Saving Throw: Large wild cats. This means the enemy in control of that power can make it Horror Factor of Animals: Whether or not the animals do what he wants within the parameters of that ability.

Most vs possession. Ifthe victim can't be touched. Horror Factor for some common animals: The creatures to all around the super being who is no longer in control of remain at his disposal for 24 hours per level of experience.

Since this power ties. The a base of Until all the creatures are sent back vanish or slain. One melee round per level of experience. The size of the Portal can be manipulated but suits of armor do. Large domesticated dogs have an H. The Portal remains open until the Portal-maker kind of opening to try the possession at a distance. African Lion.. A Timber Note: This ability can be combined with Possession: Both attacker and defender roll 1D20 gers.

This sess knowledge about the desired animal and must have can be a very devastating power as it can be used to turn a at least seen a correct. One or more large animals may be summoned Expulsion. Those Moose has an H. The possessor can seize control of one but can be sent back vanish any time the hero wants to power at a time. If you are uncertain of a large animal's H. Most heroes and some bad guys can not possess human-level sentience. Number of Animals: Think an adult. A new one cannot be 1.

The steed appears next to the super being or up to Attacks per Melee: Cannot summon giant care for it as long as the steed is in his company. Great White: Making all killed. The creature Grizzly Bear: The time it takes for the initial summoning is as five exceptions: The character can also summon and ride a follows: Uses up one melee attack if the creature is on the Dragondayctl. To command it. Hammer Head.

Musk Ox. Hades call such animals Netherbeasts and the infernals of Dyval call them War Steeds. Uses up two a creature from the Palladium World see the Palladium melee attacks if the creature is on a different continent.

As per the specific type of Netherbeast or War Steed.

The creature summoned character so desires. The character who summons the animal cannot see Note: The character who summons the animals cannot see what the animal sees nor know what it knows. Uses up three melee attacks and the creature character's own melee attacks. Water Buffalo. To command them.

If Attacks per Melee: The super being calling forth the Netherbeast or War Steed must possess knowledge of the creature and must Ponies and Small Horses: If the super being is rendered unconscious the of the animal as a monstrous war horse. The animal is always Steed is always for the purpose of riding and fighting.

These creatures are huge. The before it is killed. The creatures appear next to the super being or up Restrictions and Limitations: It must be a large animal weighing strous one. The creatures remain until dismissed or killed. It remains until dismissed or mals must be within earshot of the super being. It remains at his side for 24 hours per level of experience.

It was a time in darkness. Thanks to modern that the Axis nations had made a pact with demonic forces. There were even rumors cies or belong to teams of superhumans. Some ings are relegated to superstition. As mons and Deevils. Demon Hunters have use magic. These Demon Hunters were able dreds of years to a time before the Dark Ages.

In the world the past and no longer needed. Demon Hunters continue to fight. Though the stories of this man-devil are known in Hunters specialize in fighting the supernatural. Not true. During the Renaissance. Though Demon world. Until they can figure it abominations entered the world than ever before. They shunned publicity and worked in Demon Hunters are among the few humans of Earth who complete anonymity.

Never have the secret societies a tradition passed down in secret from father to son. Back when to banish. It was the Demon Hunter's job to seek that threatened global Armageddon. Demon Hunters of heroes. He knew how the horrid fiends behaved. They know about other evil. Something bad. But is it enough?

It was of the enemy they battle. Specific demons. Do not roll for education as the Demon Hunter has not go directly to the second number. Select four additional skills from the following categories: You may Special Demon Hunter Skills want to write these in pencil as they are likely to be modified This particular hero has a range of special skills and even further with Physical skills.

Every Demon Hunter possesses a vast wealth of apprentice. Uncle character to do some research. They unconsciously use their P. Select Two Modern of choice. Demon Hunter Lore: Deevils and other supernatural supernatural.

Rogue or Wilderness. This may require the tion is often passed down family lines. Hand to Hand: Deevifs and other supernatural beings. In addition to any S. Demon Hunters ing with by examining evidence and listening to eyewitness learn some minor rituals to help in their task of fighting the accounts. Each Step One: While not magic users. Base P. Wrestling or Boxing select one. Demons and Monsters: Determine the eight attributes as normal.

Mystically Bestowed. A brief word. He from supernatural beings hunting or searching for him.

It should be Enchanted Weapon to give them their powers. Circles of Trapping and Protection: A failed roll means side the circle's protection. Supernatural creatures seemingly magic from ages past. If successful the second time. At the Game of experience. This also means certain materials are wasted use and can often identify those under some sort of demonic common sense.

The skill to make a select handful There is no penalty to identify Magic Circles. He can maintain. The make a few quick adjustments takes one melee round hero recognizes the rituals. The circle hides scent. The circles are a well kept secret avoid the Circle of Supernatural Concealment and the area among Demon Hunters. If the Demon dropping something that makes a thud or clank might draw Hunter has time.

Whenever a supernatural enemy is within earshot. Scholars noise is loud and maintained for more than 10 seconds. While creating the circle. The skill enables Demon Hunters to identify and tell the Even at first level. Magic skill means the hero knows the effects.

Modern and Ancient Weapons Armorer: The character is an expert in Supernatural Concealment crafting specialized weapons for battling the supernatural. Should imprudent noise reveal its location. Demon Hunters know dark necessary to activate it has been expended in the failed magic or demon-based magic when they see it or hear it. Rune Weapon powered by an evil force.

If knows how to make silver coated weapons. Any sound level of experience: Passed down from medieval times equal to speaking in a normal voice or louder breaks the are a few old tricks used to trap supernatural creatures or magical concealment. Circle Magic their wicked mortal servants.

Weapons Expert. On a failed saving throw the monsters can not As the name suggests. If bought. Demons can not cross the experienced. It should be noted that the demons any special attacks from supernatural creatures that have of Hades and other supernatural beings have no trouble saving throws.

Hunters may not be able to use them until they are more specifically the Hades Demons. Once the demon s circle. Horror Factor. The names must be inscribed when ings. A failed Duration: Fifteen minutes per level of experience. The candle will burn down after 6 hours of use. The candle is lit at P. If more than one demon is in the circle.: Five the completion of the spell. All that's needed is a piece of chalk.

The components are drawn into a circle. Iron may be found necessary p. Powdered lavender and chamomile mixed them typically a Greater Demon is banished to Hades.

One bottle has three applications Host from Dyval. A circle Cost: Anyone in the circle from a distance. Getting a demon into the circle is the demons can not come within 10 feet 3 m of the circle. Rose petals and lilacs ground into a powder range of candles.

On a failed saving throw. The candles can be the Dollar Store. Powdered iron. Simple damage. This circle offers protection against the denizens of Cost: First the demon s must be Magic allows the monster to enter the circle. The demon gets a saving throw trouble entering this circle. It is a simple circle to create. Thirty Hades. Protection Circle. Though a successful save vs Ritual Banishment back to Hell.

The iron is mixed with the holy oil and from Duration: The is drawn. A thrown weapon counts as and those inside are vulnerable to all attacks.

The Demon Hunter can only empower himself impediment. After the circle is knows a priest. This type of one weapon. Weapon Limitations: Melee weapons priests.

The weapon Components: The circle is drawn in holy water. If weapons that are already magical. Step Four: Years of Training and Contacts Circle to Banish Deevils While most player characters are likely to start out at This circle works in the same way as the Banish Demons level one.

Demons banished via This circle may be used to empower the Demon Hunter. When that time period ends. At the end of the ritual 15 minutes the sulfur seems P.

Greater Demon. Instant results that can last months or days. Another Applicable only to the Demon Hunter. Banishment to a different Earthly location. Not applicable to energy weapons. The cost of holy water can be free if the character crush the sulfur in preparation for the ritual. It's very likely that the character started out Host. Duration of Empowerment: The cost of holy water can be free if the character he takes one point of S.

If a projectile weapon. Lesser ger. They per quart liter of holy water sometimes more depending normally burn for an hour. The bonuses last for 30 minutes per level of experience.

On a Similarly. They cannot return for 1D4 days deadly weapon to all hell-spawned creatures. These temporary less specifically summoned by a powerful sorcerer. These contacts can be willing to become a support "contact. Demon Slayers from rival ple contacts are non-combatants and will not go into battle but friendly clans or organizations.

The more years oftraining a Demon Hunter has collectors. Such a contact may tacts in this category. These "ordinary bullets. These people may include trusted ditional books on the paranormal for research. Note a loved one from evil forces. That makes them scholars. Roll on the table below to determine the number nals. Money that can be lent to the hero by this contact: Same as the Ordinary hundred dollars.

Note that not pernatural for as long as necessary. Petrification Blast: If the save is successful, the soul is spared eternal torment and the character lapses into a coma. If the roll to save vs Soul Drink fails, the character's soul is ripped from his body and taken to the pits of Hell. This is interesting, because while his body seems to lapse into a coma and seems brain dead, it will survive one day per P. During this time, friends and allies can if they so decide go into the pits of Hell and try to rescue their friend's soul.

In Hell, the individual's soul seems to be a flesh and blood person. If he can be rescued and removed from Hell. He recovers as normal from this point forward, but roll for one Random Insanity. Soul Blast: If the damage is enough to kill the character he needs to make a saving throw of 14 vs Soul Drink. The villain can only fire this blast once per melee and then it takes two of his attacks, so it is used sparingly as it often leaves him exposed for a few seconds.

Special Prerequisites: In order to have this power, the character must have been demonic at some point in his existence see Heroic Hellion Power Category or have his powers Bestowed upon him by a supernatural power. This ability is most common among evil villains, but may also be applicable to Heroic Hellions and the Mystically Bestowed who serve as avengers and punishers of evil.

Matter Expulsion: Silver This power is exactly like Matter Expulsion: Metal Armor: This power only works on the character and no one else. Metal Armor Natural A. Bonuses and S. Shoot Silver Shards: They seem to appear out of the air and rocket towards their target as projectiles. Soul Blast This devastating power is typically reserved for villains whose abilities are Mystically Bestowed by the powers of darkness; e.

The attack comes in the form of energy drawn from the deepest pits of Hell. When it is fired, a black nimbus of energy dances around the character. The beam is black with wisps of purple energy dancing around it. Upon striking an opponent.

Should the blast kill that person, the individual's very soul is at risk. If the damage is enough to kill the character Hit Points reduced to zero or below , he needs to make a saving throw of 14 vs Soul Drink. No usual bonuses to save apply. The wall disappears at the end of the duration. The damage can be regulated in increments of 1D6. Of course the silver inflicts extra damage to those beings vulnerable to silver.

Create Silver Hand-Held Weapon: The character can recreate any handheld ancient weapon, only it is made entirely of silver. Close combat or usual throwing range for that weapon. Remains as long as the character wants it and keeps it on his person ideally in hand , otherwise it fades into thin air 30 seconds after it is thrown, dropped or put aside. Encase in Silver: The character can encase objects or people in silver. A small target up to the size of a typical microwave can be completely covered in seconds and counts as one attack.

Small targets like a gun or isolated parts on a humanoid such as the hands or feet to bind an opponent take seconds and count as two melee attacks essentially a Called Shot. The metal encasement has an AR. Large targets up to the size of a love seat, 50 gallon drum or half the body take seconds to encase, but still count as two melee attacks. The encasement has an AR. Beings vulnerable to silver take 3D6 S. Encasing the entire body up to 10 feet 3 m tall or an object the size of a king-size bed or small car takes seconds, counts as four melee attacks and the encasement has an AR.

Encasing those vulnerable to silver negates any kind of bio-regeneration or enhanced healing, and inflicts 6D6 S. Touch or 4 feet 1. None unless they have a vulnerability to silver and then the damage is as noted above.

For those without any vulnerability to silver there is no damage unless the head is covered and no oxygen can get through. Wall of Silver: The super being can erect a solid wall of silver 5 feet 1. It takes one melee attack to erect each 5 foot 1. The wall has Portal The super being is able to create a small tear or portal in space-time and can slip through it at will. This provides for instantaneous teleportation over short distances.

The Portal appears both in front of the super being as well as some distance away at the desired destination. This type of transportation is very useful, but has its limitations. The second Portal, which is his destination, must be within Ifne of sight, so not only can the character who made it see where the exit Portal is located, but so might an observant opponent.

The entrance Portal always appears in front of the Portal-maker, and while it can be kept open to transport others from one location to another, it cannot be opened up under an opponent to cause him to appear elsewhere, nor can the Portal be used to transport someone into a solid object. Otherwise the Portal can be kept open as long as desired until the Portal-maker enters it.

Thus, the Portal-maker must always be the last to go through the Portal. A split second after he steps through it, he appears outside the second Portal and the Portal closes at both ends.

If the Portal-maker is rendered unconscious, the Portal disappears instantly. It takes only one second to step through one Portal and exit from the other.

The instant the Portal-maker steps through the Portal at the other end, the Portal closes behind him as if it were never there. The Portal can be made as large as 10 feet 3 m in diameter per level of experience. As the super being gains more experience he can do more with the Portal. Starting at level three, the Portal can be used to go through walls.

The Portal maker steps in one and exits on the opposite side of the wall. This can be a little dangerous as the character cannot see what's on the other side and could literally step into trouble. This can be done twice per day at level 6, and increases to four times per day at level ten, and six times per day at level thirteen. At level nine, the Portal-maker can create a Portal that is not a straight-line visible location. It must be a live feed and an actual place, not a drawing or virtual world.

The location can be up to miles km away per level of experience. This can be done three times per day at level nine, and increases to six times per day at level twelve. Line of sight, except as noted. Ifthe victim can't be touched, he must at least be clearly visible through a window, or some kind of opening to try the possession at a distance.

The size of the Portal can be manipulated as desired with a maximum 10 foot 3 m diameter per level of experience. One or more large animals may be summoned at a time. The creatures remain at his disposal for 24 hours per level of experience, but can be sent back vanish any time the hero wants to do so.

Until all the creatures are sent back vanish or slain, the character can not summon more or new ones. Most heroes and some bad guys are not likely to sacrifice the life of animals unless absolutely necessary and will feed and care for them as long as they are in his company.

Super Abilities This form of possession enables the super being to seize temporary control over another person's super ability. Likewise, area effect powers can have a devastating effect to all around the super being who is no longer in control of his super abilities. The possessor can seize control of one power at a time.

The victim ofthis possession gets to make a saving throw vs possession. If the character fails to save vs possession special, see below , he'll suddenly lose control over one of his super abilities.

This means the enemy in control of that power can make it do what he wants within the parameters of that ability. This ability can be combined with Possession: Horror Factor of Animals: Whether or not the animals have a Horror Factor depends on the animal.

A Timber Wolf, African Lion, tiger, bear and other large, predatory animals are menacing and have a Horror Factor of An animal that can be ridden, such as a horse, camel, buffalo, antelope, etc.

This can be effective at making a quick getaway or blocking a door or traffic, to making a statement and strong impression. Bovine cows, bulls, buffalo, cattle have an H. Large domesticated dogs have an H. Moose has an H. Wolf has an H. If you are uncertain of a large animal's H. Only one ability can be possessed and under the influence of the super being at a time. One melee round per level of experience. Both attacker and defender roll 1D20 with the high roll winning and defender winning ties.

The attacker uses his MA and adds any bonuses for high M. African Lion: Black Bear: Brown Bear: Grizzly Bear: Ponies and Small Horses: Riding and Race Horses: Work Horse: The power enables the super being to summon a beast of Hell commonly used as a riding animal. These creatures are huge - the size of a horse to the size of an elephant, sometimes larger.

The creature appears out of nowhere as if it has been teleported to his side. The super being calling forth the Netherbeast or War Steed must possess knowledge of the creature and must have at least seen a correct, full figure image of the animal to summon it. A new one cannot be called forth until the first one has been slain or sent back to the pits of Hell.

It remains at his side for 24 hours per level of experience, but can be sent back vanishes any time the character so desires. Thus, most dismiss the animal when it is no longer necessary and before it is killed. The summoning of a Demon Netherbeast or Deevil War Steed is always for the purpose of riding and fighting. Think of the animal as a monstrous war horse. Horror Factor of the Animal: As per the specific type of Netherbeast or War Steed.

The steed appears next to the super being or up to 10 feet 3 m away, nothing farther. It remains until dismissed or killed. To command it, the animal must be within earshot of the super being. The character who summons the animal cannot see what the animal sees nor know what it knows, it just follows commands like a trained dog.

The creature summoned can not possess human-level sentience, it must have an animal intelligence. It must be a large animal weighing no less than 70 pounds The creature must really exist on some planet and it must be known to the character summoning it.

If the super being is rendered unconscious the animals rush to his fallen body and fight to protect it. Uses up two melee attacks if the creature is on a different continent, and four melee attacks if somewhere in the Milky Way Galaxy. The creatures remain until dismissed or killed.

If only one of several animals is dismissed, then each of the remaining animals must be sent back one at a time, each using up one of the character's melee attacks. Back when the belief in demons and the world of the supernatural was a daily part of life.

He knew how the horrid fiends behaved, hunted and survived. Back in days past, being a Demon Hunter was to be the Hand of God sent to smite demonic forces of evil. It was a tradition passed down in secret from father to son, or mother to daughter. During the Renaissance, superstition and belief in the supernatural had already begun to give way to science.

Not true. Demon Hunters were among the enlightened who knew the supernatural to be real, and that their unique services were needed more than ever.

They shunned publicity and worked in complete anonymity. During the two World Wars, many more hell-spawned abominations entered the world than ever before. There were even rumors that the Axis nations had made a pact with demonic forces. After all, how else were they able to roll into countries and conquer them unchallenged? Indeed, there were stories told in hushed whispers about Nazi activities involving the occult, dark magic and evil supernatural forces.

Another rumor suggested the man was not human at all, but a devil of some kind that had taken human form. Worse, it was said that this General established a cabal of evil supporters around the world with the sole purpose of causing suffering and ultimately the end of the world. Though the stories of this man-devil are known in some circles, his name has been erased from history - or perhaps people are too afraid to speak it aloud.

These Demon Hunters were able to banish, chase away and slay many wicked supernatural beings during World War II, and foiled a conspiracy of hate that threatened global Armageddon.

The heirs of these secret warriors carry on the tradition to fight the forces of darkness, for the secret war between men and monsters continues. The heroic clans of Demon Hunters have vowed to never falter in their duties to stop the unspeakable evil these demonic beings try to unleash upon the unsuspecting and innocent people in the world. Never have the secret societies of Demon Hunters seen so many evil supernatural beings walking among humankind so freely and openly. Perhaps, but most Demon Hunters fear something else is afoot.

Something bad. Demon Hunters are among the few humans of Earth who know about the Minion War, but fear there is something more sinister happening on Earth.

Until they can figure it out, Demon Hunters continue to fight, in secret, on behalf of the human race. Thanks to modern technology, today's Demon Hunters are able to coordinate strikes, share information and be a more effective fighting force than ever.

But is it enough? Demon Hunter characters might be thought of as super-paranormal investigators and demon slayers. They know about other evil, supernatural beings and dark gods, as well as their worshipers, evil cults and dark magic. Though Demon Hunters specialize in fighting the supernatural, they oppose injustice and evil in all its forms and are often members of larger groups of heroes who are not fellow Demon Hunters.

Hand to Hand: Select four additional skills from the following categories: Espionage, Military, Physical, Rogue or Wilderness. Demon Hunter Creation Step One: The Usual Attributes: Determine the eight attributes as normal, however make note of the following modifications. You may want to write these in pencil as they are likely to be modified even further with Physical skills. Hit Points: In addition to any S.

Base P. While not magic users, Demon Hunters learn some minor rituals to help in their task of fighting the supernatural. They unconsciously use their P. Special Demon Hunter Skills This particular hero has a range of special skills and powers see Circle Magic and Bonuses acquired via years of mental and physical training for the job of Demon Hunter.

Demons and Monsters: This is a very specialized skill that is taught to all Demon Hunters to enable them to identify and understand the capabilities of their supernatural prey. Once the evil supernatural being has been identified, roll on the second percentage. Demon Hunter Lore: They use this skill more to identify the presence and activities of demons and infernals, and Step Two: All Demon Hunters generally start at a young age and are taught all the basics they need to know by the time they are first level.

Mathematics Basic: Select 6 Secondary Skills. Select Two Modern of choice. If successful the second time, the Demon Hunter is able to salvage the components and did not expend any P. This also means certain materials are wasted use common sense, the candles and incense are likely to be salvaged and cannot be used again. However, the character may not be able to use all of them due to P.

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It should be noted that Demon Hunters can not learn any other magic circles, but may be able to identify them and assist in ritual magic. The hero recognizes the rituals, components, symbols and circles used by evil supernatural beings and their mortal henchmen witches, priests, cultists, etc. Demon Hunters know dark magic or demon-based magic when they see it or hear it, and can often identify those under some sort of demonic enchantment or influence roll under this skill.

The skill enables Demon Hunters to identify and tell the difference between the power categories Mystic Study true Wizards , Mystically Bestowed, and those possessing an Enchanted Weapon to give them their powers. Furthermore, a successful roll on the Demon Hunter Lore: Modern and Ancient Weapons Armorer: The character is an expert in crafting specialized weapons for battling the supernatural.

He can maintain, modify, and repair any type of ancient weapon such as swords, knives, crossbows, and bows. Weapons Expert. Circles of Trapping and Protection: Passed down from medieval times are a few old tricks used to trap supernatural creatures or to provide protection to the Demon Hunter. Scholars would recognize these as some type of magic circles, but their origins would be lost and considered alien or forgotten magic from ages past.

The circles are a well kept secret among Demon Hunters, and used as a last resort as they tend to take time to create and may require expensive or rare components. While creating the circle, the Demon Hunter needs to roll under his skill percentage, above. At the Game Step Three: Protection Circle of Supernatural Concealment This circle allows the Demon Hunter to be concealed from supernatural beings hunting or searching for him. Whenever a supernatural enemy is within earshot, the people inside the circle must remain quiet.

Any sound equal to speaking in a normal voice or louder breaks the magical concealment. A brief word, laugh or sound e. Supernatural creatures seemingly avoid the Circle of Supernatural Concealment and the area around it. Should imprudent noise reveal its location, those inside the circle become visible, but the demonic or infernal beings can not cross the line of the circle to enter it nor do anything to hurt or attack those within it Le.

However, the monsters can gather and wait outside the circle, and attack the moment the circle magic ends. Two hours per level of experience. Twenty Components: Rose petals and lilacs ground into a powder and mixed with holy oil with which to draw the circle.

The components are drawn into a circle, or they can be laid out to cover the perimeter of a small room. One bottle has three applications for a circle 10 feet 3 m in diameter. It is a simple circle to create, and only takes a minute to do so. The names must be inscribed when the circle is created. Five Components: All that's needed is a piece of chalk. This circle offers protection against the denizens of Dyval. On a failed saving throw the monsters can not come within 10 feet 3 m of the circle, but can still use ranged attacks from weapons, spells or psionics to attack from a distance.

It should be noted that the demons of Hades and other supernatural beings have no trouble entering this circle, and suffer no damage. Fifteen minutes per level of experience. Thirty Components: Powdered iron. The iron is mixed with the holy oil and from that the circle and symbols are drawn.

The candle is lit at the completion of the spell. The candle will burn down after 6 hours of use, or at the end of the duration of the circle. The iron filings can often be found in any machine shop or steel mill. Iron may be found from other sources. Circle to Banish Demons Protection from Demons Banishment Circles are tricky to use, and many Demon Hunters may not be able to use them until they are more experienced.

This circle offers protection from the denizens of Hades, specifically the Hades Demons. Demons can not cross the circle or enter it without making a saving throw vs Ritual Magic of 17 or higher. On a failed saving throw, demons can not come within 10 feet 3 m of the circle. It should also be noted that the infernals of Dyval Deevils and other supernatural beings have no trouble entering this circle, and suffer no damage. Powdered lavender and chamomile mixed with holy oil.

Lavender, chamomile, mint and basil can be grown or purchased. If bought. First the demon s must be lured or brought into the circle where the final part of the ritual is performed. Getting a demon into the circle is the tricky part, and is likely to require magic, trickery, threats, a deal, or brute force and to hold it there until the circle ritual is completed, sending it back to Hades.

The demon gets a saving throw vs ritual magic, but must roll an 18 or higher to save.

A failed saving throw means the demon is immediately sent back to Hades. If more than one demon is in the circle, each gets a saving throw. This circle may be used to empower the Demon Hunter, temporarily doubling his S. The bonuses last for 30 minutes per level of experience.

Applicable only to the Demon Hunter, not to other people. Furthermore, the monster's Natural Armor Rating A. Similarly, if the demon or Deevil is normally impervious to such a weapon, the magic counters that, turning it into a deadly weapon to all hell-spawned creatures. Duration of Empowerment: The Demon Hunter can only empower himself or one weapon into a Demon Slayer, though that weapon may be used by someone other than himself should he choose to allow it.

Weapon Limitations: Melee weapons or projectile weapons only Le. Not applicable to energy weapons, weapons that are already magical, or other types of magic.

A thrown weapon counts as one weapon, not multiple projectiles Le. At the end of the ritual 15 minutes the sulfur seems to be absorbed by the weapon and vanish. The weapon and bullets have a slight yellow tint to them. Banishment to a different Earthly location. Another use of the circle is to banish the demon s from the area for several days. In this case, the demon s can be located outside the circle. On a failed saving throw, the demons flee and hide, usually going miles kilometers away.

Demons who make their saving throw are not forced to leave and may continue to do as they please without impediment. However, they can not cross inside the circle while the incense still burns, and those inside the circle are protected from any sort of attack from the demons and the priests, worshipers or henchmen who serve them. If they do, the protection of the circle is immediately negated and the enemy can attack them. Instant results that can last months or days. The circle is drawn in holy water, and a drop of blood from the Demon Hunter is used to close the circle he takes one point of S.

After the circle is closed, four pieces of clove and mint incense are lit. Step Four: Years of Training and Contacts Circle to Banish Deevils While most player characters are likely to start out at level one, it takes years of training to become a full-fledged Demon Hunter. The more years oftraining a Demon Hunter has under his belt, the greater the number of contacts he has in the world.

Demon Hunting. Demon Hunters, themselves, and have never personally battled the supernatural and will not go into direct battle against the supernatural or super beings, but will offer support.

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Same as the Ordinary People, above, plus the following: The books in these libraries can be used for reference, but cannot be removed from the library for any reason. Money that can be lent to the hero by this contact: Note that not every family member is "in the business" nor will every family member know or like the player character and be willing to become a support "contact. I don't want to hear about it.

Go away. These "ordinary people" have no super abilities, powers, or magic abilities whatsoever, but know about demons and the supernatural, know the player character is a Demon Hunter and willingly keep his secret.

Whether they are friends or people who feel they owe the Demon Hunter a debt for saving them or a loved one from evil forces , they can be counted on for basic assistance. ResQurces the contact can provide: Such a contact may be someone who can offer advice or a friendly shoulder to lean on. An ordinary person may also be able to serve as a native guide and point the Demon Hunter to locations such as the local libraries, museums, hospitals, police stations, restaurants, stores, a reliable mechanic, and other known, public places and common resources.

Starting number of Ordinary People as contacts: Note that not everyone the hero meets, protects or rescues is willing to become a support "contact. Fellow Demon Hunters: In a few cases, the fellow Demon Hunter may be the character's old mentor or a retired Demon Hunter in the family. Resources the contact can provide: Starting number of Super-Friend contacts: Note that not every hero the Demon Hunter meets or helps is willing to become a friend or contact.

Some may become unfriendly and competitive rivals, especially if the player character has deliberately or accidentally harmed him, his loved ones, the hero's reputation or endangered or hurt a great number of innocent people.

Trade Option: Demon Hunters rarely gather in large numbers for fear of being wiped out, so they work and travel solo or in small groups seldom larger than four, but may work with a much larger group of heroes who are not Demon Hunters. Starting number of Demon Hunter contacts: Note that not every Demon Hunter the hero meets or helps is willing to become a contact. In fact, some may become unfriendly and competitive rivals or even enemies, especially if the player character has deliberately or accidentally harmed him or his loved ones, or caused him to lose a valuable resource money, safe house, etc.

Step Five: Saving Throws and Other Bonuses Demon Hunters are typically raised from a young age and learn early on how to fight their fear and resist the dark powers. They know what these creatures are capable of and how fear is often one of their allies.

Also after years of training they are also able to better resist the magic of these creatures. The following bonuses are in addition to any attribute bonuses: Resistant to supernatural evil.

Demons, Deevils, dark gods, and evil Alien Intelligences. Resistant to Hellfire. Fire based attacks from demons and Deevils as well as the heat, flames and boiling lava of any Hell do half damage to the Demon Hunter. Impervious to the bite and mind control of vampires.

Impervious to supernatural possession. See ghosts and supernatural spirits and entities. Remember, just because the NPC super being may have a wide range of resources.

The Power Punch of a Demon Hunter counts as two melee attacks can be delivered by the character with his bare hands or a melee weapon club, knife, sword, etc. If no P. A Power Punch used against a mortal character does its usual damage and does not expend P. Other Stuff Alignment: Any alignment can be selected, however heroes should be Principled, Scrupulous or Unprincipled alignment.

Some Demon Hunters can become quite driven and ruthless in their battle against supernatural evil, but remain compassionate about other people and all have a keen sense of right and wrong, good and evil. Other Skills: No additional skills are available; see the skill info at the beginning of the character description. Hand to Hand Combat: Attacks per Melee Hand to Hand: Weapons and Armor: Equipment is to be purchased based on what the character can afford see Step Six: Equipment and Finances, above.

See Step Six: Equipment and Finances. Structural Damage Capacity S. As noted under Step One. Use the Hardware: Step Six: Equipment and Finances Equipment: Starts with a simple, basic wardrobe, cell phone, laptop computer, and high end personal computer. Additional gear must be purchased. As a result, they may not have a permanent apartment or house, but always have a reliable vehicle.

Game Master's discretion as to whether or not the Demon Hunter has a souped up vehicle. Whatever the means of transportation, it will be kept in good running condition even if it's an older model.

Starting Finances: The range of equipment is limited by the character's budget. The thought of injustice and wickedness bothers Heroic Hellions so much, they feel they have no other choice but to stop the evil supernatural forces they once served.

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