Imitation is the greatest form of flattery. - proverb Chosen: The Armageddon is intended to be run in the White
Wolf Storyteller system, although the World of Darkness is not used, as the author sees no reason for interaction with WoD's fantastic inhabitants. This document assumes the reader to be familiar with both roleplaying in general and the storyteller system in particular. Many sections here are primarily suggestions - as always, the storyteller should feel free to experiment.
A Note About that Copyright.
All I really want is credit for the idea(s). You may freely distribute and modify this document to your hearts content, so long you put my name somewhere as the originator of the concept. In fact, I encourage modification, my mind is rocketing forward on an idea that evolved from this, and I don't want to take the time to bring Chosen to it's full and proper conclusion, since the next generation will be so superior anyway. There are a number of known defects, all of which the next game will correct.
It is the turn of the 20th century, and the Armageddon is real. The little understood forces driving Good and Evil call forth their avatars for the final battle. Of note is that there is not religious significance to this event (of course individual storytellers can take their own view of this), though anyone whom follows a religion will most likely believe that their respective god(s) are the cause. The central concept in Chosen is the struggle between Good and Evil, each side choosing from the most pure and the most vile gladiators to champion their cause. This is occurring all over the world, though characters should only be concerned with their own particular battle at least until their own foes have been stopped, covering one city or area. Generally, the facts of this battle will be missed by the media, though a rise in street violence or the like is quite likely to be noticed. The Chosen also receive special powers as rewards for their virtuous (or sadistic) lives. These powers are conveyed through dreams presenting the player with several paths to improvement.
What Goes Around Comes Around.
The Good and Evil in each person is measured by the relative amounts of karma that person has accumulated, with each point representing one good or bad thing they have done, and one good or bad thing that will happen to them, respectively. The forces of Evil, however corrupt this aspect in their minions, allowing their foul deeds to grant them power instead of punishment.
The Code is a statement of the objects of each side. It is
somewhat redundant as most Chosen understand their goals quite
clearly, but disobedience may be punished with negative karma.
There is a separate Code for each side, warped reflections of
each other. The codes concerning Guides are, of course, only
used if one is playing with Guides.
The Code of Good
Seek Thine Foes: Seek those whom would bring the darkness, and turn them from their task. If they cannot be brought to see reason and kindness, they must be destroyed.
Honer Thy Cause: Make an example of your kind behavior and just decisions. Do not engage in the activities that would undo us.
The Task of the Teacher: The Guides are not to intervene in the battle itself. They are ralliers and instructors, not warriors.
Honer Thy Teacher: A ward shall obey their Guide, for the Guide's knowledge is greater and their wisdom well founded.
The Code of Evil
Destroy Thine Foes: Seek those whom would bring order to the world, and destroy them.
Further Thy Cause: Do not fail to bring about the chaos. Destroy all whom preserve the old ways or would advance cause of good in any way, and do not join them in a single act.
Gather Thine Wards: The Guide is to quickly gather their wards, instruct them, and strike as soon as possible, while our foes are still disorganized.
Obey Thy Master: The wards shall obey their Guide in every command. The Guides have a plan which shall not be deviated from.
The known history of the Armageddon is only concerned with
western cultures, others simply did no keep sufficient records to
make any guesses about the battles in their respective parts of
The First Armageddon predates known history. It is believed that Good came out the better, and allowed mankind to prosper and grow, though Evil was not entirely destroyed and slowly seeped back into the world. Many early tales of magic were likely inspired at this time, as is possibly true of all Armageddons.
The Second Armageddon occurred much later, around the 5th century, and the Evil forces came out the better, plunging the known world into the dark ages. Like before, Good, the losing force, was less pronounced, but still present.
The Third Armageddon, about the 15th century, marked the end the dark ages, as barbarians and knights were summoned together, with the forces of Good gaining the upper hand, thus marking the beginning of the Renaissance.
The Fourth Armageddon: starting now, in the year 2000, the forces of darkness, long in returning and now slowly corrupting the world, once again make their vie for power. It's their turn to win, and no quarter will be shown in the war for it all...
This is a somewhat more free-form extended play option. After the majority of battles have been fought, either one side comes out victorious, or both sides are greatly weakened and struggling, down to individuals or small, roaming packs. This is much better for inconsistent play groups, because you don't have to worry about having an equal number of people on each side, and a player may simply bring in another character if one dies.
If one side is victorious, you may either assume the role of hunters on the victorious side, or hunted on the losing. Under this option, some of the victors may have set up a form of subgovernment or secret society while others go out and do the dirty work. This opens up the possibility of political intrigue.
If both sides are struggling, your play group will be a small band, probably not a group from one area, but a motley of survivors, banding together to continue the battle.
One point that makes this interesting is that the Chosen lose their powers if they are not within the same area as a member of the opposite side. This not only make it virtually impossible to catch someone completely by surprise, but provides incentive for the hunt.