Chains of Command RPG


by Mendel Schmiedekamp

Introduction:

The forces of evil are vast and unknowable. It should come to no surprise that your paycheck was lost. Next!

Chains of Command is an roleplaying game where you play the demons, whose job it is to handle all the grunt work of the netherworld. But wait there's more! As you succeed in the nigh impossible tasks your superiors lend you, you'll be able to increase your responsibilities enormously. And may be even gain some power to go with it. Prepare to be a disgruntled, underpaid, overworked minion of darkness.
 

Creating your demon:

Choose a Name: Something dark, mysterious, intimidating. Or just something easy to grunt, you'll superiors'll call you that anyway.

Choose an Ilk: (all MOS are assumed to be at 1, unless otherwise noted)
Abraxell - Short, winged, and reptilian. Their voices howl with bloodlust and they have six cat's eyes, and long drooping ears.
    Immune to poison, successful attacks deal +1 damage due to poison, Evasion = 3, Perception = 3, Cunning = 3
Beladri - Vine covered skeletons, with pulsing green masses in their shattered skulls and chest cavities.
    Immune to cold and poison, Coherence = 3, Intimidation = 3, Kenning = 3
Betra-Vor - Three limbed, thin with broadly domed heads. Smoke constantly emits from their double mouths and ears. Their skin a furred, sleek, and dark.
    Immune to fire, Violence = 3, Cunning = 3, Obfuscation = 3, Kenning  = 3
Exeluun - Amorphous, bright red and violet blobs. Seven multifaceted eyes shift around their mass. They leave a thin slime trail, resembling drying blood.
    Immune to cold, successful attacks deal +1 damage due to cold, Perception = 4, Obfuscation = 4
Haugath (female) - Nearly human looking, with sharp teeth and six fingers on each hand. Their eyes contain two pupils each.
    Temptation = 4, Obfuscation = 4, Coherence = 2, Cunning = 3, Kenning = 2
Haugath (male) - as Haugath (female), but with bone frills on spine.
    Temptation = 3, Violence = 3, Cunning = 3, Coherence = 3, Capture = 3
Haugath (neuter) - As Haugath (female), but with three pupils per eye.
    All = 2
Kizizeen - Metallic skinned with flowing, liquid arms and legs. Four legged, their face is pinched and distorted, peering from the abdomen.
    Immune to cold and fire, Evasion = 3, Obfuscation = 3, Coherence = 3
Lauk-thane - Green skinned, short and four armed. Their pointed teeth protrude visibly and their fingers end in suckers.
    Immune to fire, Capture = 3, Violence = 3, Kenning = 3, Coherence = 3
Netrak - Large eyed and long limbed, with faintly glowing obsidian skin. They move slowly, accompanied by a low chattering.
    Immune to poison and fire, Temptation = 3, Perception = 3, Kenning = 3
Quatreil - Tri-horned and diminutive, with blue-black scales and feathery wings. Their noses and jaws protrude sharply and steam slightly.
    Immune to fire, attacks deal +1 damage due to fire, Evasion = 3, Kenning = 3, Obfuscation = 3
Souseg - Five eyed canines, with four fringes running along their backs. Their eyes glow a smoldering red.
    Immune to cold, Evasion = 4, Violence = 4, Cunning = 3
Vouglai - Pulsing grey-green balloons, with large drooping eyes and whip-like tentacles.
    Immune to poison, Evasion = 4, Perception = 3, Capture = 4

Choose an Alignment:
Deceptive Evil - Your actions are cunningly hidden, no one would ever suspect, well unless they realize you're a demon.
    Temptation +2
Legalist Evil - There must be order, and that is were nefariousness is best done.
    Capture +2
Melodramatic Evil - Why just act evil, when you can over-act it.
    Obfuscation +2
Neutral Evil - Either through lack of inclination, or perhaps wit, you have chosen no course for yourself.
   Coherence +2
Patient Evil - You prefer others to wonder what you have planned, it gives you more time to come up with one.
    Perception +2
Philosophic Evil - The unexamined evil is not worth causing.
    Kenning +2
Sadistic Evil - Pain, lots of pain.
    Intimidation +2
Selfish Evil - You're in it for yourself, well so is everyone else, you're just honest about it.
    Evasion +2
Unthinking Evil - Just do it.
    Violence +2
Verbose Evil - You're as black hearted as the next guy, if you would just shut up.
    Cunning +2

Choose Division:
Acquisition - This division handles the newly arrived souls and sends them to the appropriate domains.
    Coherence +2, Capture +4, Violence +4, Intimidation +4,  Kenning +2, 9 extra
Defense - This division mans the sentry towers and patrols the borders of the domains.
    Coherence +4, Intimidation +2, Violence +4, Perception +2, Evasion +4, 9 extra
Faustian - This division handles complex soul rackets in the mortal world.
    Temptation +6, Cunning +6, Kenning, +4, Obfuscation +4, 6 extra
Ironic Punishments - This division runs the punishments that provide the majority of income in the domains.
    Violence +2, Temptation +2, Capture +2, Cunning +4, Obfuscation +2, Kenning +4, 9 extra
Logistics - This division handles the supply and transportation needs of the other divisions, as well as training.
    Cunning +2, Perception +2, Temptation +2, Obfuscation +2, 15 extra
Lusts - This division handles simple temptations of the mortal world.
    Temptation +4, Perception +2, Cunning +4, Obfuscation +4, Kenning +2, 9 extra
Research and Destruction - This division creates new demonic technology, which sometimes even works.
    Cunning +4, Perception +4, Kenning +4, 12 extra
Security - This division's job is to keep the the demons from violating their orders, and to keep the peace, in some sense at least.
    Coherence +2, Temptation +2, Violence +4, Intimidation +4, Perception +2, Kenning +2, 9 extra
Soul Retrieval - This small division specializes in finding and returning escaped souls.
    Coherence +2, Violence +2, Perception +4, Temptation +2, Intimidation +4, Capture +4, Cunning +2, Kenning +2, Evasion +2, 3 extra
Special Operations - This division handles covert operations and making things die.
    Violence +6, Intimidation +4, Coherence +4, Perception +2, Evasion +6, Capture +2, 3 extra

Note about extra points: The extra points may be used to raise any MOS up to 10, each point adding a +1 to the selected MOS.

Choose Motivation: (the following is just a sample of possible motivations, feel free to make yours up)
Better Living - You have a plan, it'll be marvelous, and all you need is more resources and some stupid dupes, I mean, staunch allies to make the world, or at least yours, a better place.
Damned Love - You loved a mortal, and now he or she is here to stay. How does that make you feel?
Do and Die - You are stuck between two high ranks infighting. This might work to your advantage, but more than likely it'll just get you killed.
Faustian Blues - You tried to trick a mortal, and lost. Now you're getting summoned to fix parking tickets and blind dates. But it could be worse, someone might find out and tell your superiors.
For Your Own Good - You have staunch belief in the moral superiority of your position, and so should everyone else. In time they will see the dark.
Moral Relativism - You have begun to doubt the way the world works, which is not too problematic given you have so few choices as it is, but you want answers to the really hard questions.
Saved Love - You loved a mortal once, and now he or she is in heaven. Visitation rights are one thing, but it's a star-crossed romance at best.
Stairway to Heaven - You want to get a peace of the angelic action, and will do anything to get there.

Rank: Rank starts at 3.
 

Playing your demon:

MOS:
Each demon has 10 MOS, which define their capabilities:
Capture - the ability to capture souls, and otherwise attack without killing.
Coherence - the ability to withstand damage.
Cunning - the ability to outwit opponents, and solve intellectual problems.
Evasion - the ability to move quickly and avoid attacks.
Intimidation - the ability to frighten and torture.
Kenning - the ability to examine souls and detect supernatural activity.
Obfuscation - the ability to hide, sneak, and lie.
Perception - the ability to detect and react to changes around you.
Temptation - the ability to persuade and influence without threats and fear.
Violence - the ability to hurt things till they die.

Rolls:
Chains of Command uses a d6 for each point in the MOS used, roll them all at the same time. Every 6 is a success. If no successes are rolled then nothing happens, if 1 is rolled the action succeeds minimally, at 3 it causes significant changes, and at 6 it is unbelievably successful.

Contested Actions and Combat:
Contested actions simply subtract the defenders successes from the attacker. Combat actions are of this type with the attacker using Capture or Violence, and the defender Evasion. The resulting successes reduce the Coherence of the defender. If the Coherence is reduced to zero, the character dies.

Healing:
Coherence heals fully every year and a day. Coherence can also be regained at one point per three successes on a Kenning roll, only one such roll per day, per demon or soul being healed.

Death:
When a soul dies, it returns the next day, fully healed. When a demon dies it returns likewise, except demoted by one rank, this does not cause any other loss of MOS points. If a demon of rank 1 is killed they cease to exist. This returning is often random and causes a great deal of trouble to track down the newly returned.

Rank:
Rank is gained every time the demon in question performs some exceptional task for a superior. If the demon has never before held this rank it gains +1 to all MOS. A demon may use the difference in rank against a lower ranked demon as successes on any Temptation or Intimidation action. In theory lower ranked demons must always obey higher ranked ones, but in this climate of politics and incompetence, this is often overlooked.
 

On the Nether Domains:

The world of the damned is a complex tapestry of domains, committees, and jurisdictions. To fully map it's twists and turns, both beauracratic and geographic is an exercise in futility. But some basics are known.

The Supreme Leaders:

Lucifer: The first to fall, and the progenitor of the demonic peoples. Though the true story has been lost except possibly to Luci herself, it appears that the brightest angel decided to leave paradise because the Creator wouldn't "play fair". As a result she left in a huff and started making her own things to play with, the demons. The party line is she's been having so much fun she hardly noticed the sign "No Luci's Allowed" outside the Creator's clubhouse. It's likely when she does, there will come a reckoning.

The Dread Barons of Hell: These seven high ranking demons control the apportioning of the domains with an iron hand. They forged the laws of the lands and violate them with impunity. It is said they can summarily demote any demon. Of course it is also said that they sleep for a year for each day they remain active. In that day they plot and enact plans for their next waking. Plans which are almost always dismantled in the waking of each of the other Barons.

Supreme Commander: Called the Antagonist, this entity has the place of total authority over the various divisions of the Nether Domains. He is powerful, and vague. He seems to be fully defined by his opposition to what ever his opponent. Some theorize that he is the counter-part to Luci, her imaginary foe in the games she plays. Of course given how Luci's imagination tends to take hold ...

The Divine Order of Psychopomps: The psychopomps decide the fate of souls. As well as those demons who violate the code. The order is constructed in nine circles, with the 9th circle is the five supreme judges. Their names are often speculated, but rumor has it they have the power to damn a saved soul, and save a damned one.

The Chattering Lord: This entity is at the center of the beauracratic structure of the Nether Domains, speaking in a thousand voices, to ten thousand subordinates. Supposedly too busy to be involved in the matters of politics, it occasionally becomes oddly quiet stalling the entire government for hours as they attempt to cope without the minor adjustments it constantly makes. It seems to hum a strange music in these periods of quiet.

The Warlords of Death: This triumvirate orchestrates the continual wars and campaigns of destruction that permeate the Netherworld. The three lords are masters of strategy and they place armies against each other. Most conflicts involve at most two of them, the the occasional wars in which all three are involved inevitable lead to the destruction of everyone involved.

The High Priestess of the Creator's Love: According to this, the only church in the Nether Domains, the underworld is the true expression of the Creator's love for his creation. The suffering is all for a purpose and the reasons are ultimately for the good of all. One must simply try to see things from the view of the Creator. Of course this makes the clergy some of the most vehement and cruel of all demons. The High Priestess leads the church with a heavy hand, dispensing power among it's various factions and hierarchies, according to some ineffable plan. Some suspect that the Priestess may have a greater connection to the Creator than first supposed.
 

Sample Domains:

Diocese of Jh'ailik: A diocese run by bishop Leigard of the Church of the Creator's Love. He is well known as a practitioner of the arts of pain and his monastery in the diocese capital of Qual'go is renown for it's teachers of the torturous arts.

City of Dis: This city was developed as an experiment, the idea being that souls will, given the chance torture themselves far more exquisitely than the efforts of demons can suffice. So far this urban nightmare has grown and now rivals the population of a Duchy or an Archdiocese. The only place where the demons raise a hand is for the weather, which is often cunningly cruel.

Doshakeen Plain: The ancestral homeland of the Souseg this domain is filled with geyser and pools of steaming water. The howls of the Souseg can often be heard for miles. And the cries of their perpetual reincarnated prey go just as far.
 

Running Chains of Command:

Bringing the Party Together:
So you have a motley collection of demons, how do you bring them together into a force that will spend, (slightly) more time working together than back stabbing. The easiest way is to put the demons under the authority of a single high-ranking demon. This means they all had better work together, or they will suffer together. Another option is to bend the motivations to give the characters reasons to help each other. The best method is a combination of the two. After all with everyone being evil, it's hard to make them cooperate, you need all the help you can get. Of course this is all moot if you prefer to have the characters at each other's throats (or appropriate parts of anatomy).

The World of the Living:
When demons enter the world of the living, they should be pretty powerless. Most of the time they are reduced to 1 in Violence, Capture, and Coherence. This makes things difficult, but it seems to be a fail safe to prevent the demons from invading, as they would vastly prefer to live in the mortal world if given the chance. The mortal world can be anything, and likely will change significantly every time it is visited. One problem with being immortal, is that time really does fly. So while a demon may be working on a project and getting some rest, years could have happened in the mortal world. Feel free to adjust to taste.

Sample Superiors:
Halek, the Overbearing: This Betra-Vor is a veteran of multiple wars in the Defense division. Now it is assigned to keep the border of the Diocese of Jh'ailik free from invaders. This would be an easy task except some of the churchdemons seem to be trying to undermine it's authority.
Jardle, Lord of Fart Jokes: A Vouglai whose greatest accomplishment has been to make farting a lust worthy act. It continues to push various underprivileged bodily acts within the Lusts division, and has a tendency to make unusual teams in infiltrating the mortal world.
Paskin DeVate: An Exeluum specializing in acquisition, likes to keep an eye on other teams, more so to keep the rules strictly obeyed, than to benefit itself.
Xalei, the Lady of Hope: A Haugath faustian, she especially like to torment her charges by offering the illusion of escape or victory. Of course to her it's all a game.

Non-Demon NPC's:
Making a non-demon NPC simply use a collection of points and distribute them to the character's MOS:
Total MOS Character Type
25 Normal Souls, Weak Mortals
35 Normal Mortals, Strong Souls
45 Strong Mortals, Weak Angels
55 Phenomenal Mortals, Normal Angels
65 Strong Angels


© 2002 Mendel Schmiedekamp